Here’s an overview of how to play the Conquest Nords army faction with some ideas of what units to buy and what to field!
Continuing down the Conquest route, I wanted to break down each faction and the models they currently have available to use. (There are placeholders for some with no models released yet, so I am not going to cover them).
Conquest Two-Player Starter Box:
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You can check out their army builder by clicking here, but today I will start with one of the sides in the new two-player starter box, the Nords.
How to Play The Conquest Nords Army Faction
All Nords gain Blood of the Einherjar: When a unit is injured or missing a stand, add +1 to Attack. When it loses half or more Stands or Wounds, it gains furry. (Not character models)
Characters:
Volva (90 Points, Light Infantry): Mainstay units: Valkyries. Restricted Units; Huskarls and Raiders. Move 5, Volley 1, Clash 3, Attacks 4, Wounds 4, Resolve 3, Defense 2, Evasion 0. Priest 5.
Spells: Fruit of the Golden Tree (Range Self, Attunement 3, Each successful target regiment heals one wound. In addition, you can re-roll failed morale tests within “6”), Warbringer’s Light (Range 10″ Attunement 3 scaling the regiment gains blessed), Hela’s Caress (Range 12″ Attunement 3 the target regiment gains decay 3), Glory of Valhalla (Range 10″ Attunement 3, Target regiment adds +2 to resolve until the end of round), and Aspect of Fenrir (Range Self, Attunement 3 (Scaling) Target Regiment gains terrifying one special rule). Gift of the Einherjar: When this character is on the battlefield, all friendly regiments except characters add +1 Evasion to a maximum of 2.
This is a pretty special focused character in that they are basically there to be in a unit of Valkyries and keep them healed and at full strength. The damage spell is ok, but the heal spell is awesome, and keeping the Valkyries at full strength can win you a game.
Konungyr (120 Points, Medium Infantry): Mainstay units; Bow Chosen, Huskarls. Restricted units; Ice Jotnar, Mountain Jotnar, Sea Jotnar. Move 5, Volley 2, Clash 4, Attacks 6, Wounds 5, Resolve 4, Defense 2, Evasion 2. Living Legend (All friendly regiments in the army gain terrifying +1 if they perform a successful charge action until the end of the round).
There can only be one Konungyr in your army. This dude is your dueling beat stick hero with an excellent warlord trait. Gaining Bow Chosen and Huskarls as mainstay units are two good options, and he can bring along any of the Jotnar you want, making him very versatile. For me, deck him out in some gear, stick him in a unit of Huskarls, and march straight toward your opponent’s leader to get this guy in a duel.
Shamen (70 Points, Infantry Light): Mainstay units; Raiders. Restricted units: Mountain Jotnar and Sea Jotnar. Move 5, Volley 1, Clash 2, Attacks 3, Wounds 4, Resolve 3, Defense 1, Evasion 1. Priest 5. Spells; Reshape Destiny (Range 8″, Attunement 3 Scaling, the target regiment re-rolls all failed defense rolls until the end of the round), Blurred Vision (Range 20″ Attunement 3 Scaling, target regiment can only select targets to volley or charge that withing 12″ until the end of the round), Mist Weave (Range 12″, Attunement 3 Scaling, Target regiment counts its evasion characteristic as 1 point higher to a max of 2 when an enemy unit performs a volley action against it until end of round.)
Call the Storm: During your reinforcement phase, choose two friendly regiments not currently on the table, and after rolling for reinforcements, give them the vanguard special rule.
You’re taking this guy for his pure spell-casting ability and attaching him to a unit of raiders to get out there turn one. Hey, I can help keep them alive, and so if I were to run them, I would consider making a larger stand of raiders so that his support spells last longer.
Jarl (80 Points, Medium Infantry): Mainstay units; Huskarls, Raiders, Ugr. Restricted Units; Mountain Jotnar. Move 5, Volley 2, Clash 3, Attacks 5, Wounds 4, Resolve 3, Defense 2, Evasion 0. Shield, Impact 2. Surprise Attack: All friendly infantry gain opportunists’ special rule and gain +1 Attacks when rolling clash against the flank or rear of the enemy regiment.
This is a solid 80-point leader model that does well running with a unit of Huskarl’s. He is going to help absorb a charge and punch them back harder. He also allows you to bring along some fast-moving raider units, which are fast, cheap ones that can move your reinforcement line forward quickly.
Blooded (100 points, Medium Infantry): Mainstay units; Stalkers, Trolls, Ugr. Restricted Units; Bow Chosen, Fenr Beastpack, Mountain Jotnar. Move 6, Volley 2, Clash 3, Attack 5, Wound 5, Resolve 3, Defense 2, and Evasion 0. Barrage 3 Range 16″, Cleave 2, Impact 2. Call of the hunt: You can bring in an additional regiment when choosing the auto-arrive regiment.
Overall for me, this is a character you’re going to run with Stalkers to bring out your units as fast as possible. With the Move 6, he can run with the stalkers and shoot while adding some much-needed melee punching power. His special ability will also help you gain early board control by bringing in more units than your opponent.
Light Units:
Stalkers (160 points, Infantry): Move 6, Volley 3, Clash 2, Attacks 4, Wounds 4, Resolve 3, Defense 1, Evasion 2. Barrage 3 Range 16″, Flank, Vanguard, Leader.
This is a great first-turn unit as they will enter the battlefield and with a standard can move 19 inches with a standard. This is an insane amount and will really bring your reinforcement line forward. Though they are pretty lightly armored and will be out front on their own, so be ready for them to melt under fire from your opponent.
Raiders (110 Points, Infantry): Move 5, Volley 1, Clash 2, Attacks 4, Wounds 4, Resolve 2, Defense 1, Evasion 1: flurry, Impact 2, Leader. You can add a captain (makes them a medium unit), a standard bearer, and a shield biter (adds 2 to charge).
I love these guys as a cheap light unit that will smash into your opponent and tie them up while your bow chosen or stalkers shoot them. These things will die quickly, but they can punch up before that happens. And if you make one a medium unit with a captain, they can even score some objectives before they do succumb. Think of them as a fire and forget missile.
Bow Chosen (220 points, Infantry): Move 6, Volley 3, Clash 3, Attacks 4, Wounds 5, Resolve 3, Defense 1, Evasion 2. Barrage 5 Range 16″, Precise Shot, Leader.
These guys might be the best archers in the game, especially at the light level. 5 shots with 1’s ignoring armor can chew through other light units and put a dent in medium and heavy units. Protect these guys with some faster light and medium units, and let them shoot the whole game. Cause at 220 points; these guys are expensive.
Medium Units:
Valkyries (150 Points, Infantry): Move 5, Volley 1, Clash 3, Attacks 4, Wounds 4, Resolve 3, Damage 2, Evasion 0. Blessed, Devout, Shield, Support 2, Leader. You can add a standard bearer.
This is a unit that you take six stands of, attach Volva to, and watch them never die and mow down anything in their path. Being both blessed and devout means you will be re-rolling a lot of attacks, especially with the support of two abilities, and Volva can bring them back to life with her spells to keep them at fighting strength. They will essentially wear down anything in their path and then continue to march forward, never looking back.
Fenr Beastpack (110 Points, Cavalry): Move 7, Volley 1, Clash 2, Attacks 6, Wounds 4, Resolve 2, Defense 1, Evasion 1. Opportunists, Flank, Fluid Formation, Irregular.
This high-speed and cheap medium unit can help you chew through your opponent’s light unit. They are also a great support unit for your medium units, like trolls that can absorb a hit, and then these guys come in and hit your opponent in the rear or side to break them. However, they will crumble on their own, so you need to play smart with them.
Trolls (175 Points, Infantry): Move 6, Volley 1, Clash 2, Attack 5, Wounds 6, Resolve 3, Defense 2, Evasion 0. Regeneration 5, Cleave 1, Fearsome, Leader.
A hard-hitting anvil of a unit, these guys will be tough to take out with the regeneration five ability. They also move six and can add a standard, so it’s not like they will be sitting around doing nothing. I like the idea of a bloodied running forward with stalkers and then joining this unit in rounds 2 or 3 as they push forward.
Huskarls (150 Points, Infantry): Move 5, Volley 1, Clash 3, Attacks 4, Wounds 4, Resolve 3, Defense 2, Evasion 0. Shield, Impact 2. You can add a standard bearer, a skald (adds Bravery), and a thegn (adds Baston).
These guys are your meat in that they will not win you a game, but they sure will not lose it, either. A pure anvil, they are meant to move forward and never turn back, holding the line with superior defense. The giant shields these dudes carry say it all; they will take your opponent’s shooting or charge and then hold your opponent in place while you can flank them.
Ugr (150 Points, Brute): Move 6, Volley 1, Clash 3, Attacks 4, Wounds 5, Resolve 3, Defense 2, Evasion 0. Oblivious, Cleave 2, Fearless, Impact 2.
These guys are great on the flank but really need to get that charge in to deal maximum damage. The impact hits are nice, and they swing hard with the cleave 2. But they will not absorb a big unit charge like the Trolls or Huskarls can. Get these guys on a flank, hit your opponent in the side, and watch them crumble.
Heavy Units:
Sea Jotnar (250 Points, Monster): Move 6, Volley 3, Clash 3, Attacks 12, Wounds 14, Resolve 3, Defense 3, Evasion 2. Cleave 2, Fiend Hunter, Terrifying 1, Impact 5, Barrage 6 Range 8″ with Armor Piercing 1. Gains a free volley action during activation and may perform it while in contact with an enemy unit that must target that unit.
This is an interesting monster because it is a melee beat stick. Think of an upgraded Mountain Jotnar that gains a free volley action. I like to activate this model, charge and attack a unit in melee that usually kills it, and then use a free volley to shoot another enemy close by.
Ice Jotnar (265 Points, Monster): Move 7, Volley 1, Clash 3, Attacks 13, Wounds 14, Resolve 4, Defense 3, Evasion 2. Cleave 3, Unstoppable, Priest 5, Terrifying 1, Impact 6.
Spells; Encase (Range 8 and Attunement 3 scaling: Target Regiment halves its March rounding up until the end of turn). Rime Storm (Range 8″ and Attunement 3: Inflicts two hits per success on Target Enemy Regiment) and Ice Armor (Target self, Attunement 3: The Ice Jotnar adds +1 to its Defense until the end of round).
This model may perform a free additional spell-casting action as if it were a character stand. This is your melee wizard Jotnar that stomps around the battlefield and takes control of it. His spells are all useful with damage, buffing, and rebuffing, so you can pick and choose what to do. His stats are fantastic, and his only downsize is point cost, but once he is in the thick of it, he will be hard to move.
Mountain Jotnar (170 Points, Monster): Move 6, Volley 1, Clash 3, Attacks 12, Wounds 14, Resolve 3, Defense 3, Evasion 0. Cleave 2, Terrifying 1, Impact 6.
Your standard punch you in the face Jotnar. This guy is going to enter the battlefield and hit whatever he charges hard. When bringing him in, the goal should be to have your reinforcement line in as close as possible using your light units so that he can get up in someone’s business quickly. It should be noted, though, with concentrated fire, your opponent can and will bring him down, so you need to trade him smartly.
Units not covered. (Models are not released yet)
- White Waste Tribesmen
- Goltr Beastpack
- Nefhur Beastpack
- Werewolves
- Bearsarks
- Ulfhednar
- Blade Chosen
- Steel Chosen
The Nords have an extensive list of units, but I think they do well as a damage-heavy army that can withstand some punishment without being overpowered.
On the paint table: 24 Nord Raiders.
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