The classification follows the same criteria as for the City States:
S-Tier:
Units that are considered overpowered due to their rules or efficiency. They are often seen as must-picks since they improve almost any list.
A-Tier:
These units are among the best in an army. They excel in their roles and often form the core of competitive tournament lists.
B-Tier:
Solid and well-balanced units with strengths and weaknesses. They fulfill their roles well but have clear limitations. In my opinion, all regiments and characters should ideally fall into this category.
C-Tier:
Units that are rarely seen and appear weaker compared to similar choices. They often have room for improvement but are still playable, albeit less efficient than their alternatives.
D-Tier:
Units that are considered unplayable or in urgent need of a rework. In the case of new factions, this may be because they are waiting for synergies with future releases.
S-Tier
Raider - The Raiders are currently one of the most played regiments of the Nords. Their high ranking is primarily justified in combination with the Volva as Warlord or the Shaman, as well as the Captain as Officer. Even with this configuration, they remain a viable option despite their 140-point cost, and many players already own three or more regiments. The main reason for this is that with the Captain, they count as a scoring Stand and can secure zones early in the game. Scoring Light units are extremely valuable, especially when they can sprint across the board with Movement 6.
Additionally, Raiders benefit twice from the Nords’ special rules: With Move Charge, they can deny almost any zone by counting as an additional Stand during the charge, meaning they are counted as five Stands while also dealing respectable damage. Their defensive capabilities shouldn’t be underestimated either: With Evasion 2, Tenacious 1, and potential cover from a forest, crossbow fire from 100K Crossbows or Dweghom Ballista becomes almost irrelevant. While they are not cheap, they are still within a reasonable price range. This allows them to be positioned in a way that forces the opponent into a disadvantageous choice, either charging them unfavorably and opening themselves up to a flank charge by elite warriors or getting flanked by the Raiders themselves.
One of the most troublesome variations currently is a 5-7 Stand block with Volva and Ty Jokull, the Rimeheart, who grants Tenacious 2. To eliminate this block, opponents often have to invest multiple times its cost, usually even Heavy regiments. Units like the Siegebreakers, which rely on a few high-quality attacks, tend to get stuck and are taken out over multiple rounds. Initially, this strategy was often dismissed, but nowadays, players breathe a sigh of relief if their opponent doesn’t field such a block.
Volva - The most common Warlord of the Nords and an almost indispensable choice for competitive lists, despite her Warband being rather mediocre. Her Supremacy Ability grants the entire army Evasion +1, meaning almost all Nord units gain Evasion 2. Additionally, as a Warlord, the Volva can cast spells on all friendly regiments in zones and possesses an excellent spell list. Besides solid healing and Blessed, she can grant Unyielding to her own regiment and has an offensive spell as well. Her melee damage mainly comes from her Resolve 3. Despite this rather average offensive capability, she is included in nearly every competitive Nord list at least once, sometimes twice. This is also due to the fact that alternative Warlord Supremacy Abilities are either underwhelming or simply identical.
The most popular placement for a Volva is in Raiders, often in combination with Ty Jokull, the Rimeheart, to form a resilient block with Tenacious 2, Evasion 2, and Blessed. Another frequent option is placing her in Valkyries to enhance their defensive capabilities. In many cases, this second Volva even serves as the Warlord, allowing the first to be played more aggressively against the opponent. Alternatively, one can forgo the Raider block entirely and focus on other core strategies.
Vargyr Lord - For just 120 points, all Goltr, Werewargs, and Fenr in his Warband gain Flurry, which is a massive damage boost. While he himself does not benefit from Flurry, simply distributing this rule so widely made him extremely popular for a while. Since the last update, he also grants Flank to the regiment he joins, which has almost pushed the Blooded out of the meta.Which regiment he leads is a matter of preference, but the best options remain Werewargs and Goltr, as he significantly enhances both. Alongside the Massive Frame variant for more Linebreaker potential, the combination with Figurehead of the Naglfar is also popular, as it makes the regiment nearly immune to light and medium-ranged fire.Thanks to the Boar update, armies featuring multiple MSUs (3 Stands) of Goltr or even large blocks led by a Vargyr Lord have become increasingly common. In this case, the Mastery Wild Beasts also becomes interesting, as Goltr and Werewargs can perform Impact attacks even in Hindering Terrain.
A-Tier
Gotrl Beastpack - For 160 points, the Nords gain one of the most powerful unit choices with the Gotrl Beastpack. The only truly viable option is to pair them with a Vargyr Lord, as he grants them Flurry. This makes them true all-rounders that dominate both offensively and defensively within the faction. Their stats speak for themselves: Clash 3, 3 Impact Attacks, Brutal Impact 1, 5 Attacks, Linebreaker, and Trample 2. What makes them particularly noteworthy is that they are one of the few units in the game that effectively deliver 9 attacks per stand. Accordingly, their damage output is exceptionally high compared to their low cost. On the charge, when paired with a Volva or Shaman as Warlord, they hit with D3 attacks, Evasion 2, Resolve 4, and 5 Wounds per stand. This allows them to reliably eliminate even heavy elite regiments like Praetorians and survive the counterattack. Their only limitation is Movement 6, which prevents them from being an absolute must-pick. Despite Unstoppable, their mobility can still be restricted in certain situations. However, they remain extremely valuable, as they effortlessly solve many of the Nords' difficult matchups.
Bearserks - At first glance, they seem unimpressive as a heavy regiment, but they reach their full potential only when paired with the Savage as an officer. This is a mandatory choice, as it grants them an additional charge action, bringing their threat range to a level comparable to cavalry. With Move Charge Clash, they reach 12 + 1D6 inches and strike with 5 Attacks, Clash 3, and Cleave 2. After their unavoidable charge, they stand with a Volva or Shaman as Warlord at Evasion 2, Resolve 5 (due to the charge bonus), and Tenacious, allowing them to survive the hopefully diminished counterattack. Thanks to Vanguard 4, they also enter the battlefield at 17 inches. Overall, they are the purest embodiment of the Nords’ aggressive playstyle, and the 200 points for an MSU (3 Stands) are absolutely justified. Larger blocks are becoming increasingly common as well. However, it is crucial not to sacrifice them recklessly, as, like most Nords, they do not survive direct engagements easily. When played carefully alongside other regiments, they become one of the faction’s most dangerous threats.
Jarl - For 100 points, the Jarl provides a solid support role, granting his regiment Flank and unlocking one of the better Nord warbands. His melee profile is decent and benefits greatly from Reyngeir, the God Spear, as he makes excellent use of Cleave. Additionally, Parry provides valuable defense by preventing enemy rerolls, making his regiment more resilient. He is especially popular in combination with Bearserks or Steel-Chosen. One of the strongest setups is the double-Bearserk strategy, where both regiments arrive in round 3 thanks to the Jarl’s Flank ability. This is also one of the few cases where Tribal Tactics are truly worthwhile. Furthermore, the Jarl is the only way to field the Nords’ best Jotnar, the Sea Jotnar, making him even more attractive.
Bow Chosen -One of the few ranged options available to the Nords and simultaneously one of the better ones in the game. Beyond their strong in-game mechanics, they also stand out due to their beautifully designed models and kits. Thanks to War-Brethren, they benefit from Opportunist via Draw Them In if the Konungyr selects it. Unfortunately, this regiment is only available under the Konungyr, but the Bow Chosen have a surprisingly solid profile for a ranged unit. With Clash 3, they have punished many opponents who underestimated them and tried to tie them up with a simple Move Charge, though this strength comes at a cost of 200 points per regiment. Their real power lies in ranged combat. While their 14" range is somewhat limited, their Barrage 5 and Volley 3 ensure consistently high damage output. Move Shoot is often a viable option. However, Precise Shot can be a bit of a trap, as it statistically only results in two ones per shooting phase, something many players overestimate. The ideal targets are D1-3 units, which tend to collapse under the sheer volume of hits. While picking off unarmored enemies with single shots is useful, players should avoid relying on it except in emergencies.
Shaman - The Shaman shares the Divine Protection Supremacy ability with the Volva, granting all regiments +1 Evasion. This enables an entire army to be fielded with Evasion 2, a defensive advantage that very few factions can match. His spell list is solid, though it does not perfectly align with the current top-tier Nord selections. However, the Jotnar in particular benefit greatly from his abilities. With Reshape Destiny, he can activate an aura that allows all regiments within 10" to reroll their charge dice, an incredible boost for the sluggish Jotnar, who lack Unstoppable. Additionally, he can mitigate enemy shooting effectively with Blurred Vision, though this ability suffers from scaling issues, making it occasionally frustrating to use. His biggest drawback remains his melee profile. While it makes sense for an old man, it feels somewhat underwhelming for a Nord unit. Nevertheless, his Warband remains a viable option, particularly for lists that focus heavily on Jotnar, Werewargs, and Fenr.
B-Tier
Werewargs
- With 5 wounds, 3 impacts, and Terrifying, the Werewargs bring an impressive offensive presence. They benefit greatly from the Vargyr Lord, who grants them Flurry, making their 6 attacks dangerous despite Clash 2. Defensively, they are surprisingly resilient against light shooting and counterattacks with Evasion 2 (when led by a Volva/Shaman Warlord), Resolve 3, and Regeneration 3. Their biggest drawback is the lack of Unstoppable, which often forces them into a Move Charge despite their Movement 7, limiting their flexibility. Nevertheless, they are a solid, fast regiment that can apply early pressure. The Volva’s Blessed spell can also be useful here, as it allows rerolling impact hits.
Fenr Beastpack - One of the cheapest units in the Nords faction, featuring two of the best rules in the game: Fluid Formation and Vanguard 4. This combination allows them to claim zones early or reposition flexibly in response to threats. They can even enter directly from Reinforcement into 9” zones near the center. Since the addition of the Vargyr Lord, Opportunist has become obsolete, as he grants them Flurry, making their 19 attacks dangerous despite Clash 2. Loose Formation provides some protection against shooting, but they fall quickly once hit. Their low Resolve 2 also makes them vulnerable in melee. However, their main advantage remains their ability to strike first in most situations, instantly eliminating many light regiments. A classic glass cannon, perfect for aggressive playstyles, yet still affordable enough to be used for holding zones.
Steel Chosen - A controversial unit, but effective against many current meta choices, making their slightly high cost of 180 points justifiable. Their most important rule is Linebreaker, which makes them particularly strong against shields and Bastion, both of which are heavily utilized by many armies. This also allows them to ignore Hardened, which has often been a problem for the Nords. With 6 attacks, Clash 3, Flurry, and built-in impacts, they are solid melee fighters. They are somewhat expensive, but their damage output is reliable. They are often compared to Ulfhednar, as both regiments fulfill similar roles, whether one prefers them for offense or defense is a matter of taste. Another common criticism is that they have "only" Movement 6 with Unstoppable and do not benefit much from Tribal Tactics. Whether to equip the Shield Biter officer depends on available points and whether a character will be joining the regiment.
Valkyries - One of the few Nord regiments without Evasion, which makes them more vulnerable defensively. As a result, they are often seen with Coils of the Serpent or Ancestor's Blessing to improve their survivability. Offensively, they are less impressive, with only 4 attacks at Clash 3, so they don’t deal much damage and need support. Their primary purpose is to hold zones and tie up enemies for 1-2 rounds. A Move Charge to block a zone for two rounds with D4, R4 Blessed can make a significant difference in the right situations, but without protection, they remain a situational choice.
Konungyr - One of the kings of the Nords, with only one allowed per army. His melee profile is impressive: 7 attacks with Clash 4, Cleave 1, Terrifying 1, and 3 impacts. The entire regiment especially benefits from his Terrifying as long as he remains in direct contact with the enemy. As a Warlord, he’s rarely chosen, but he is often played when you want to field Bow Chosen with Opportunist or Ice Jotnars. Bow Chosen aren’t seen outside of his Warband, making him the go-to choice if the Nords want to include ranged units. As for Masteries, there's little of interest, but in terms of items, you often see Figurehead of the Naglfar, granting Tenacious 3 against shooting. He is typically paired with Steel Chosen or Huscarls. An unusual but very strong option is Rjooa the Red Bringer, which not only increases his attack value by 2 and gives his regiment Impact 2 but also grants Always Dies Fighting. In Bow Chosen, this creates massive threat potential, as no opponent will take the risk of moving too close to them.
Sea Jotnar - One of the most interesting options among the Jotnars, especially due to Fiend Hunter and its free shooting action. At first glance, it may seem unimpressive, but it makes a huge difference in melee, as it grants him seven additional attacks with rerolls and Armor Piercing 1. The special army rules of the Nords apply here as well, meaning he counts as four stands on the charge, gains +1 Resolve, and gets Inspire even when moving through Hindering terrain. However, no impacts! His combination of 13 attacks with Cleave 2, Terrifying 1, and additional shots makes him a perfect answer to Brutes and Monsters. With D3, Evasion 2, R3, and 16 wounds, he is still solid enough to withstand some hits. Especially in a meta filled with Brutes/Monsters, the Sea Jotnar shines with its narrow base and high damage potential. Often my first choice when I want a heavy.
Ice Jotnar - Once the undisputed number one in Nord lists, it has been gradually weakened over time but remains an absolutely brutal damage dealer. With 14 attacks, Cleave 3, Terrifying 1, and 6 impacts, he still has one of the highest damage potentials in the Nords. In addition, he has three spells and Priest 5, offering him extra options, especially with Rime Storm, which deals damage and forces the opponent to make morale checks. If the Jotnar is in contact with a regiment defensively, he can reach D4 with Ice Armor, making him an extremely resilient model on the charge with D4, E2, R5, and 16 wounds. If you want raw power on the battlefield, the Ice Jotnar is a must-have.
Jotnar Seidr - Since the update, the Jotnar Seidr has become a heavy and the most expensive model in the Nord army. Offensively, he is solid with 12 attacks, Cleave 2, and Terrifying 1, but at 260 points, he is not outstanding. His true strength lies in his defense: D3, E2, Hardened, 20 wounds, Fearless, and Tenacious 1 make him the most resilient model in the faction. Additionally, he always counts as six stands, and seven when charging, which makes him ideal for controlling mission zones. However, he must always be played alongside a Mountain Jotnar as a mainstay, further increasing his already high cost. His Impacts 8 with Brutal Impact 1 are impressive, but due to his lack of Unstoppable, it is often difficult to effectively use them with a Charge Clash. This is one of the reasons why he is often seen paired with the Shaman. As for weapon choice, the axe is a trap, while the spear is useful, especially as he usually holds the zone or steals it via Move Charge with 6-7 stands anyway.
Mountain Jotnar - One of the few heavy units of the Nords with Evasion 0. Priced at 210 points, he competes directly with Bearserks and is usually only played as a mainstay for the Seidr. His main advantage is stability: With D3, Hardened, R3, and 18 wounds, he can endure more than most other Nord options, though he still falls under concentrated attacks. Thanks to the army special rules, he counts as four stands on the charge, has Resolve 4, and strikes with his 12 attacks with Cleave 2. Without the Seidr, he is hard to justify, but when paired with him, he can be valuable as a Move Charge blocker thanks to his 8 impacts with Brutal Impact 1.
C-Tier
Huscarls - Huscarls seem like an offensive regiment that is also supposed to act defensively, a combination that rarely works effectively. With only four attacks, they are rather unimpressive in offense, but they can deal some damage with two impacts on the charge. Their full potential is unlocked only with Skald and Thegn, who give them Bastion, +1 Resolve, and Bravery, making them relatively stable for Nords. Especially Untouchable helps them, as they get to reroll all sixes in defense. However, to fully capitalize on these advantages, you will pay a hefty price, with 190 points for 3 stands. Generally, this is an investment that doesn’t pay off. In my opinion, the only sensible use is as a bodyguard for a Konungyr in a 2x2 formation to bring him into melee. Otherwise, Huscarls blocks are rarely a valid option.
Ulfhednar - Ulfhednar are essentially Berserks as a medium regiment with more attacks, but without Cleave and only Clash 2. With the Tribal Tactics, you can give them Opportunist, which, combined with a Savage (which should always be taken), makes them a solid option for flank attacks. Their seven attacks can certainly make an impact there. But the key question is: Why not just play Berserks? Especially considering that the medium slots for the Nords are highly contested and they already have many high-value attack regiments, there are often better alternatives. However, the theoretical threat range of 12 + 1d6 inches with Savage justifies the existence of the Ulfhednar for many players.
Blooded - The Blooded lost much of their significance under the dominance of the Vargyr Lord, to the point that they almost slipped into D-tier. However, there are players who still manage to do well in tournaments with them, especially when combining Blooded and Trolls. Their biggest problem is that Fenr, Werewargs, and Gotrl are simply better options in the Vargyr Lord warband. Additionally, the loss of Bow Chosen in the warband hurts, further limiting their usefulness and relegating them to a support role for unlocking Trolls. If they join them, they at least gain Flank, and offensively they do fairly well. Five attacks, Clash 4, Cleave 2, and two impacts are solid, but defensively they only have R3 and D2, making them vulnerable in duels and turning them into a brawler hero with little synergy.
Trolls - Trolls are a controversial unit; some swear by them as a stable block, while others find them too unreliable. Six Trolls with a Blooded and a Volva healing them make for a sturdy unit. However, their biggest problem is the lack of items to make them more resilient. They essentially have to rely on their considerable health pool, which works quite well with Evasion 2 and Resolve 3 Oblivious against high-quality attacks. Yet, the current meta is increasingly favoring a high number of attacks, something Trolls don't enjoy facing. Eventually, even Regeneration 6 and healing won’t save them. Offensively, they are rather average with only Clash 2 and five attacks with Cleave 1, but the banner that grants them a rerolled charge roll is a useful addition. Unfortunately, they also don’t benefit from Tribal Tactics, so MSU (3 stands) is no longer very interesting. Additionally, there are now simply numerous better medium alternatives.
Ugr - The Ugr are another regiment with Evasion 0, meaning they don’t benefit from the Evasion 2 a Shaman or Volva Warlord could provide. Additionally, there are few meaningful synergies with other Nord units, making them feel isolated. With five wounds, D2, R3, Oblivious, and Fearless, they are tougher than many other Nords, but four attacks with Cleave 2 often feel out of place in the current meta, especially as Cleave is less needed now. Their advantage lies in their price: At 150 points for the MSU and only 50 points for additional stands, they are relatively cheap, but there are often simply better options.
D-Tier
Stalker - Stalkers have lost a lot of their appeal with the removal of Volley 3 and Vanguard. While they’ve become cheaper and now come with built-in Opportunist, it's not enough to make them competitive. They also belong to the currently weakest warband in the faction and are directly competing with the much better Raiders in terms of points. No Nord player seriously defends them at the moment, and rightly so. Right now, there’s simply no good reason to play them.
Getting Started with the Nords
As mentioned in the Faction Breakdown, I currently recommend starting with the 5th Anniversary Starter Set. It is available, for example, at Kutami for around 128 EUR, offering the best value for money. It provides a solid foundation for a Nord army and can be easily expanded with the new Super Charger, since it ensures you don't have duplicate boxes. If you want to further expand the army, I suggest adding a third character like the Volva or Shaman, and two boxes of Raiders, which are also available at Kutami for about 85 EUR. This brings the total to approximately 324 EUR, giving you a versatile and powerful army that can hold its own on the battlefield.
Alternatively, there's the Iceborn Raiders Army, a pre-assembled 2000-point list with a slightly different focus. The main difference is that the custom-built army allows you to add units piece by piece, while the Iceborn Raiders come as a complete force ready to play. Personally, I prefer the option with the separate boxes because it allows more flexibility, letting you pick up what you really want to play over time. However, both options are valid and each offers its own appeal.
On the other hand, the old Two-Player Starter Box for the Nords isn't really recommended. While it offers many units, it clashes with the Supercharger 2025. This leads to having duplicate or even triple boxes, which isn't very useful. If you can get it at a discount, however, it might still be worth considering, especially since the limited Konungyr figure is a beautiful addition to any collection.
Another interesting topic for Nord players is the proxy for the Ice Jotnar. In Germany, the Frost Giant from the Epic Encounters: Caverns of the Frost Giant Box by Steamforged Games is often used as a proxy. The size fits perfectly, and the miniature can be found on eBay for 20–30 EUR. So, if you’re looking to get a second Ice Jotnar, this is a cheap and visually appealing alternative. This proxy is officially allowed in German tournaments and is often used. All you need is a suitable card, which you can easily create yourself. Here’s the link to the Epic Encounters Box on the manufacturer’s site, and here you can see the one I painted for Uziel.
Instead of writing my own army list, I’ll take Nauthi's list, with which he won in Duisburg. The list isn’t perfectly optimized, but it has character and shows that unconventional approaches can also be successful. I personally had a few test games against it before the tournament and one tonight, and I can confirm that, while it’s not optimized to the maximum, it definitely has its own charm.
Nauthis Duisburg Nords [2000/2000]:
Konungyr [150]: Rjóða, the Red Bringer
Bow-Chosen (3) [200]
Bow-Chosen (3) [200]
Mountain Jotnar (1) [210]
Sea Jotnar (1) [240]
Vargyr Lord [135]: Massive Frame
Fenr Beastpack (3) [140]
Fenr Beastpack (3) [140]
Goltr Beastpack (3) [160]
Werewargs (3) [170]
(Warlord) Volva [100]:
Raiders (3) [155]: Captain, Shield Biter
The Konungyr in the Bow-Chosen is more of a meme than a really strong meta option, but it still serves its role. Plus, no one wants to just charge in, because they’ll get beaten up. The mix of multiple Beastpacks and two Jotnars provides high damage output and a very dynamic playstyle that can surprise opponents. Essentially, the list consists of things he found at good prices here and there.
There are currently no recent game reports against the new Nords on the blog, which reminds me that I should really document a few matches instead of just writing guides. If you have any questions, suggestions, or different opinions, feel free to leave a comment or contact me on Discord.
Best regards,
Hanna
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