UPDATE APRIL 2026: Due to the latest errata and the rework, the evaluations of the units have been updated. The tier list now reflects the current state as of April 2026. Since I have revised all regiments and characters, I am not marking them in red, because otherwise the entire text would be red.
Hello everyone,
after the City States article was very well received and many Nords players asked me if I could do something similar for their faction, I got together with Lars, Uziel and Drizzt and discussed it with them. The result is a tier list for the Nords, but before we jump straight into the rankings, a few words for context.
Tier lists are always a double edged sword. On the one hand, they help you get a quick overview and a rough sense of direction. On the other hand, they are often highly subjective and tend to ignore nuances. Especially in a game like Conquest, where synergies play a huge role, a unit that seems weak in one setup can truly shine in another. The boundaries between the categories are therefore fluid, and some placements are definitely open to debate.
Tier-List
Evaluating units in Conquest is often complex and heavily influenced by your local playgroup. Many units only reach their full potential in combination with others and are difficult to assess in isolation. For this analysis, I assume that each unit is able to realize its full potential within an army. The goal is not to identify the most mathematically cost efficient unit, but to evaluate each option in terms of its role and impact. As a result, this is inherently subjective.
S-Tier: Units that are considered overpowered due to their rules or efficiency. Must picks that improve almost any list.
A-Tier: Excellent units that shine in their roles and often form the core of competitive lists.
B-Tier: Solid and balanced units with clear strengths and weaknesses. They perform their role well. Most regiments and characters should fall into this category.
C-Tier: Units that are played less frequently and fall somewhat behind compared to alternatives. They are usable, but less efficient.
D-Tier: Units that are barely playable or in need of a rework. In newer factions, this is sometimes because they are waiting for synergies with future options.
Faction mechanics
Ice, Flesh and Blood (the classic)
The only rule that has remained unchanged: Nords regiments are still considered Inspired when charging through hindering terrain. This remains essential for maintaining the army’s offensive power, no matter how cluttered the battlefield is. Important: you still cannot make impact hits when moving through hindering terrain. But the Nords also have an answer for that
Prophecy Unfulfilled
As soon as an enemy is engaged in melee, all other friendly units gain +2 inches to their charge range against that target. The change that now all Nords regiments benefit without exception makes positioning even more interesting and is often overlooked by opponents. Important: this stacks with the Tribal Tactics, which we will get to next
Tribal Tactics (the core of the rework)
This is technically the biggest area of change in the rework. The tactics are no longer permanently active, but are now triggered once per game at the end of the Supremacy Phase. They apply to all Mortals and Exalted and give the army a massive push in a specific direction for one round, while two Warlords and certain items can allow more frequent use.
Direct Assault! (Relentless Blows): Simply more damage. Rolling a 1 to hit generates additional hits. This is used in the round where you have already tied the enemy down and now want to finish the job.
Draw Them In! (Tenacious +1): The defensive option. Increases Tenacious by +1 up to a maximum of 2. This brings Bearsarks, Ulfhednar and Raiders up to Tenacious 2, and overall removes a significant amount of incoming damage from the Nords.
Take The Flanks!: Two effects depending on whether you want to shoot or strike in melee
Melee: Units charging a flank or rear can treat the distance roll as a fixed 4, removing risk, and gain Fury
Ranged: When making ranged attacks, units gain Opportunist. For Bow Chosen, this means a dramatic increase in efficiency in the right round, something they previously lacked
Characters
Blooded, B-Tier and C-Tier as Warlord
The Blooded is currently in a difficult position and suffers from competition with the Vargyr Lord. Since both have very similar warbands and can join the same regiments, the Blooded usually comes out behind, especially as the Vargyr Lord’s mainstays are significantly more attractive.
His justification mainly comes from two factors: first, you can only field two Vargyr Lords, and second, in a Half Blood list he is the only way to unlock Stalkers. Giving him a bow himself is a nice option, but usually ends up being a points trap. As a result, he is more often seen in Werewargs or in his signature unit, the Trolls. There, he provides offensive support with a solid package of 5 attacks, Clash 4, Cleave 2 and two impact hits.
As a Warlord: the healing for Half Bloods is nice, but since Nords are largely glass cannons, it is often not enough to survive the counterattack. The free reform after destroying a regiment would theoretically be extremely strong, but it is tied to actually wiping the enemy out. Against large blocks or very resilient units, this mechanic quickly falls flat, which makes his Warlord qualities obsolete in many matchups.
Jarl, A-Tier and B-Tier as Warlord
For a lean 100 points, the Jarl is a solid support piece for the Nords. He not only unlocks excellent warbands, but is also, alongside the Fenr, the only source of Flank, completely independent of the chosen Warlord. In addition to the reliable option of bringing in two medium regiments, this allows, for example, a unit of Bearsarks to enter the battlefield consistently in round 3. His profile is solid and can be expanded with items in both a supportive and offensive direction. My personal favorite is Reyngeir, the God Spear: Cleave 2 to really push damage through, and Parry, which prevents enemy rerolls, are useful more often than you might expect.
As a Warlord: his Supremacy embodies the ABC theme, Always Be Charging, that many players have wanted and that Para Bellum has consistently implemented since the last book in winter 2024. He may not be as flashy as the Konungyr, but he makes the army reliable. The fact that he can trigger all three Tribal Tactics over the course of the game removes the guesswork from the strategy. The real selling points, however, are the bonus to reinforcements and his activated ability: this turns the army into an absolute powerhouse for one round with Fearless, Juggernaut and Inspired. It is simple, but on the table it is often exactly what wins games. The automatic 5 inch charge from Juggernaut combined with the additional hits from Relentless Blows is perfect for players who enjoy an aggressive, all in playstyle.
Konungyr, A-Tier, and A-Tier asWarlord
In the past, the Konungyr was often only a necessary choice to gain access to Bow Chosen or Ice Jotnar. Those times are gone, and today he is one of the undisputed kings of the Nords. His melee profile remains impressive with 7 attacks at Clash 4, Cleave 1, Terrifying 1 and 3 impact hits. The Terrifying ability in particular significantly enhances his entire regiment as long as he is in direct contact.
In terms of equipment, the Figurehead of the Naglfar is often taken to grant his regiment, usually Steel Chosen or Huskarls, Tenacious 2 against shooting. A very dangerous variant is the combination with Rjooa the Red Bringer. This not only grants him 2 additional attacks and Impact 2 for the regiment, but also, and most importantly, Always Dies Fighting. Placed in Bow Chosen, this creates a threat level that forces every opponent to think twice before committing to that melee. New and tactically very interesting is the Mark of the Beast, which turns his regiment into Half Bloods and opens up synergies like Promise of Flesh for a Vanguard move. This is something every Nords character can do.
As a Warlord, his Supremacy Ruler of Manheim, a name I quite like, is simply brutal. He may trigger an activated Tribal Tactic at the end of each Supremacy phase, as long as it is not the same one as in the previous round. Since most Mortals already have Tenacious 1, they can be pushed to Tenacious 2 every second round or simply deal significantly more damage with Relentless Blows. That would already be strong enough, but the activated part of the Supremacy takes it even further. For one round, all regiments and characters benefit from all three tactics at the same time. This even affects units like the Goltr and creates an absolute power spike that often overwhelms the opponent completely. Important, in the following round no tactic may be chosen.
Jotnar Seidr, C-Tier
The most expensive model in the Nords. Offensively he is solid with 12 attacks, Cleave 2 and Terrifying 1, but for 260 points on his own he is not necessarily outstanding. His true strength, however, lies in his defence: Defence 3, Evasion 2, Hardened, 20 wounds, Fearless and Tenacious 1 make him the most durable model in the faction. In addition, he always counts as six stands, which makes him perfect for controlling mission zones.
One downside remains his warband structure: he must always be played with a Mountain Jotnar as a mainstay, which further increases the cost of the package. His 8 impact hits with Brutal Impact 1 are impressive, but since he lacks Unstoppable, it is often difficult to reliably deliver them with a charge clash. At least he now benefits from Prophecy Unfulfilled, which makes charges significantly more reliable. One of the main reasons he is often seen alongside the Shaman is the possibility of gaining Unstoppable through him.
When it comes to weapon choice, there is plenty of room for personal preference. Even though he only lands in C tier here, two Seidr usually form the backbone of a 7 Jotun list, an extremely stable and deadly setup for any opponent. If he were not a character but a regular regiment, he would likely see the table much more often.
The most expensive model in the Nords. Offensively he is solid with 12 attacks, Cleave 2 and Terrifying 1, but for 260 points on his own he is not necessarily outstanding. His true strength, however, lies in his defence: Defence 3, Evasion 2, Hardened, 20 wounds, Fearless and Tenacious 1 make him the most durable model in the faction. In addition, he always counts as six stands, which makes him perfect for controlling mission zones.
One downside remains his warband structure: he must always be played with a Mountain Jotnar as a mainstay, which further increases the cost of the package. His 8 impact hits with Brutal Impact 1 are impressive, but since he lacks Unstoppable, it is often difficult to reliably deliver them with a charge clash. At least he now benefits from Prophecy Unfulfilled, which makes charges significantly more reliable. One of the main reasons he is often seen alongside the Shaman is the possibility of gaining Unstoppable through him.
When it comes to weapon choice, there is plenty of room for personal preference. Even though he only lands in C tier here, two Seidr usually form the backbone of a 7 Jotun list, an extremely stable and deadly setup for any opponent. If he were not a character but a regular regiment, he would likely see the table much more often.
Shaman, B Tier and A-Tier as Warlord
The Shaman’s greatest strength is his cost efficiency combined with an excellent warband. He provides access to all Jotnar and also brings Raider, Ulfhednar and Bearsarks into the army. He is particularly well suited to Raiders and offers valuable support for these fast units.
His spell list is solid, even if it does not perfectly align with every current top pick in the Nords. Nevertheless, both Jotnar and Werewargs benefit enormously from him: with Reshape Destiny he activates a 12 inch aura that allows friendly regiments to reroll charge dice, an enormous help for the lumbering giants who lack Unstoppable. In addition, he can effectively limit enemy shooting with Blurred Vision, although the spell suffers from scaling, which can be somewhat frustrating at times. His biggest weakness remains his melee profile. While it is fitting for an old man, it feels weak for a Nord. Despite this, his warband remains a very strong option for lists built around a combination of Jotnar, Werewargs and Fenr.
As a Warlord: his new Supremacy Skývald is the main reason why the Shaman is currently much more present on the table again. The passive part, which allows him and his regiment to ignore difficult terrain, is already a strong bonus. The real strength, however, lies in the ability to choose two activated effects per game.
Snæstormur is an absolute game changer. It could effectively be summarised as: the opponent does not score in round 2. Since most lists are designed to move exactly 15 inches in the second round to secure objectives, the reduction to March value prevents them from reaching their goals. The Nords often end up scoring uncontested as a result. The effect is devastating against armies that rely on Juggernaut or fixed charge distances. You can comfortably position yourself 11 inches from the enemy; if you lose the Supremacy roll, you trigger the ability and the opponent is left with nothing. With Hregg, weakened enemy regiments can also be removed to open lanes for your own attacks, while Niflmire often means a secure win against pure shooting armies.
Vargyr Lord. B-Tier and S-Tier as Warlord
The Vargyr Lord initially appears unassuming, but proves himself with a solid melee profile, a good number of attacks and Cleave 1. A small weakness remains his Resolve 3. Since he can join any Half Blood regiment, the choice of unit is largely a matter of preference. However, the best options remain Werewargs and Goltr, as he significantly enhances both.
In addition to the Massive Frame variant for extra punch, the combination with the Figurehead of the Naglfar is extremely popular, as it makes the regiment almost immune to light and medium ranged attacks. Due to the recent “pig update”, we also increasingly see armies with multiple MSU units of Goltr (3 stands), or even large blocks led by a Vargyr Lord. The main reason he is currently so highly rated by many players, however, is his warband: since Werewargs, Fenr and Goltr are all mainstay, it allows for an extremely agile core.
As a Warlord: his Supremacy Wild Beasts is a powerhouse for aggressive lists. The fact that Half Bloods can now also trigger their impact hits through hindering terrain removes key defensive positioning options from the opponent. The activated ability grants the entire pack Shock and Fury, massively increasing damage output at the decisive moment.
Most players also invest the additional 30 points into Call the Hunt, since both the Vargyr Lord and the Blooded have lost the Flank special rule. This upgrade compensates for that loss very effectively: each round you may automatically bring in an additional Half Blood regiment. Properly built, this creates an army that hardly ever needs to roll for reinforcements and hits with overwhelming offensive force.
Volva, A-Tier and A-Tier as Warlord
At first glance, their warband may seem average, but the option to now take Ulfhednar as Restricted is almost as strong as their spell list itself. From reliable healing and Blessed to Unyielding for their own regiment, they offer a defensive toolkit that is second to none. In current lists, they are therefore often seen in a large block of Ulfhednar. Combined with upgrades such as Wealth of a Hundred Raids for Dauntless and Coils of the Serpent for Evasion 2, this unit becomes a true nightmare for any opponent.
Especially under a Konungyr Warlord, this block turns into one of the most resilient and simultaneously most dangerous units in the entire faction. It is important to remember: due to the Savage rule of the Ulfhednar, the regiment can Clash twice, receives Relentless Blows from the Konungyr, and gains automatic Inspired from Dauntless. The result is a wave of attacks while still remaining solid defensively thanks to Tenacious and Blessed.
As a Warlord: the Volva used to be a staple in almost every competitive Nords list, mainly due to her ability to grant the entire army Evasion +1. Although she is currently seen slightly less often at the top tables, which is likely more due to players wanting to try out new tools, she remains one of the strongest Warlord options in the faction.
Regiments
Bearserks, A-Tier
The Bearsarks have become significantly cheaper and now start directly with Resolve 5. Their true potential is unlocked through the new Rampage rule: once the regiment takes damage, their Clash and Attack values increase by +1. This makes them extremely dangerous in prolonged engagements, as they become stronger precisely when they are wounded. Savage also remains relevant, now allowing the regiment to perform two Clash actions per round.
Although they have lost their bonus charge range, Vanguard and defensive buffs such as Evasion 2 from a Volva or the Tribal Tactics keep them among the most threatening offensive units in the faction. To compensate for their reduced mobility, an attached Jarl or Shaman can take the Occultist’s Charm: through Bloody Sacrifice the regiment suffers 2 wounds but gains +1 March. This not only immediately triggers Rampage but also helps the Bearsarks reach combat faster, where they truly belong.
Bow Chosen, B-Tier
The Bow Chosen remain one of the more elegant ranged options in the game, but have become significantly more affordable. At 180 points per regiment, they are now available both to the Konungyr and the Jarl. While they no longer gain access to Opportunist automatically, their solid profile makes up for this loss.
Their real strength lies in the combination of Barrage 5 and Volley 3. Although their 14 inch range is limited, their damage output remains consistently high. Move and Shoot is usually the best option to keep pressure on the opponent. Many players overvalue Precise Shot, but statistically it is often more effective to rely on the high number of hits, especially against targets with Defence 1 to 3. When positioned well, they are the perfect tool to thin out enemy infantry before it can reach melee combat.
Fenr Beastpack, B-Tier
The Fenr Beastpack is one of the cheapest units in the Nords and comes with Flank, Fluid Formation and Vanguard 4, arguably three of the best rules in the game. This combination allows them to enter from reinforcements and immediately reach almost any objective, putting instant pressure on the opponent.
Offensively, they function as a classic glass cannon. Thanks to their built in Opportunist, they can be devastating on the flank, especially under a Vargyr Lord with Shock and Fury. They usually strike first and can eliminate light regiments immediately, but without the right Supremacy support they feel rather toothless. Once they are hit themselves, they fall extremely quickly. Loose Formation helps against shooting, but with Resolve 2 they rarely survive any serious counterattack. Their real value lies in controlling space for very few points, threatening zones, and forcing the opponent into mistakes.
Goltr Beastpack, S-Tier
Oink oink, Motherfucker! Even though they now cost 165 points, they remain ridiculously strong and one of the most powerful choices in the Nords. Anyone running a Vargyr Lord as Warlord turns this unit into the ultimate battering ram: through his Supremacy they ignore hindering terrain. In addition, they can be granted Shock (plus 1 Clash on the charge) and Fury (plus 1 attack on the charge) once per game.
Even without Supremacy, their raw stats are terrifying for knights and most other targets: Clash 3, 5 attacks, Linebreaker, 4 impact hits with Brutal Impact 1 and Trample 2. Any regiment they charge hits with such force that often nothing meaningful is left to strike back. Thanks to the faction rule Prophecy Unfulfilled (plus 2 inch charge against engaged targets) and their Unstoppable, they reliably reach whatever they aim at. With Defence 3 and 5 wounds per stand, they are tougher than almost anything else in the army and the perfect answer to heavy elite cavalry. Due to their low points cost, you can rarely go wrong with two or three regiments, as they fit wherever pressure is needed.
Although most players run them as MSUs (3 stands), larger blocks of five or more pigs led by a Vargyr Lord are also seen more frequently. This is the pure embodiment of impact cavalry that other factions can only dream of.
Hsukarls, B-Tier
Once rarely seen, they now have the potential to form the backbone of a Nords list. For a modest 150 points, you get a package of Defence 2 plus Shield (Defence 3 from the front), Bastion 1, and Untouchable, which grants rerolls of 6s in defence. With Movement 6 and 2 impact hits per stand, they perform statistically at a level close to Household Knights.
Their true strength is unlocked through Officer options. While the expensive Skald (+1 Resolve, Bravery) provides defensive stability, the new Thegn for 25 points is a real standout. He allows the regiment to permanently choose a Tribal Tactic, offering enormous tactical flexibility, either more offensive punch or stronger defence. Currently, they are most effective in large 7 model blocks. With a Konungyr, they become a dangerous offensive steamroller, while an attached Volva turns them into an anchor that can reliably hold the line in an otherwise glass cannon army.
Ice Jotnar, B-Tier
Previously the undisputed number one of the Nords, it has been repeatedly toned down over the years, but now it is back. With reduced points costs and regained Unstoppable, it is once again very interesting. Its raw stats are still a nightmare for any opponent relying on armour: 14 attacks with Cleave 3, Terrifying 1 and 6 impact hits provide a very solid damage output.
What truly sets it apart from other monsters, however, is its magic. With Priest 5 and a free spell action, it operates with great flexibility. Rime Storm in particular is a serious threat, because it causes double hits and, as a spell, naturally forces the opponent to take Morale tests. Defensively, it can boost itself to Defence 4 with Ice Armor. Combined with Resolve 4 and 16 wounds, this creates a massive problem on the battlefield that is difficult to take down even on the charge. Anyone looking for raw power combined with tactical magic cannot ignore the Ice Jotnar.
Mountain Jotnar, C-Tier
At 210 points, it is one of the most expensive medium selections in the game. Its main selling point is pure durability: with Defence 3, Hardened (1) and 18 wounds, it can take significantly more punishment than most other Nords regiments. Still, it is not an unkillable god and will eventually break under concentrated fire or heavy melee pressure.
Offensively it puts out a solid 12 attacks with Cleave 2, but it has one critical weakness: it lacks Unstoppable. This makes it heavily reliant on the faction rule Prophecy Unfulfilled, a Shaman buff, or simply favourable charge rolls. At least it now comes with a bit of humour: if it fails its charge, it angrily throws dirt at the enemy, dealing at least some ranged damage. In a pure Jotnar spam list, it serves as a stable anchor. Outside of that, however, it faces strong competition from other medium options that often bring better keywords or synergies for the same 210 points.
Raiders, B-Tier
Previously feared as scoring Light units, the Raiders had to be reinvented after losing that rule, and the result is excellent. For an effective 130 points (120 base plus 10 for the Captain), you get a tactical multitool. The Captain is not an optional upgrade but mandatory: he grants them Vanguard 4, allows them to use the Resolve of a nearby character (within 12 inches), and even lets them upgrade their class to Medium before the game. This is something you will want to use in most scenarios.
Large blocks of them are now rarely seen, but MSUs (3 stands) are common. As a Medium regiment, they score normally while retaining their high mobility through Vanguard. Defensively they are only okay with Defence 2, Evasion 1 and Tenacious 1, but Tribal Tactics compensate for that. They can become either durable or aggressively threatening, depending on the situation, which makes them frequent inclusions in Konungyr led armies.
Sea Jotnar, A-Tier
One of the most interesting options among the Jotnar, especially because of Fiend Hunter and its free shooting action. At first glance this may seem underwhelming, but in melee it makes a significant difference, effectively granting him seven additional attacks with rerolls and Armour Piercing 1. His combination of 13 attacks with Cleave 2, Terrifying 1 and the extra shooting makes him a perfect answer to Brutes and monsters.
Defensively, with Defence 3, Evasion 2, Resolve 3 and 16 wounds, he is still solid enough to absorb a reasonable amount of punishment. Especially in a meta with many Brutes and monsters, the Sea Jotnar can shine thanks to his narrow base and high damage output. He is often the first choice when I take a Heavy.
Stalker, B-Tier
Stalkers are first and foremost one thing: cheap. At 130 points, they offer far more than just a bit of ranged support. While many players see them only as mobile shooters with Barrage 4 and 16 inch range, they often overlook the potential hidden in the Half Blood keyword and the combination of Pathfinders and Opportunist.
Yes, they can shoot the enemy in the flank, but they can also surprise them in melee. With Clash 2, 4 attacks and Unstoppable from the standard bearer, they have a similar damage output to Raiders in the flank. Under a Vargyr Warlord they can even gain Shock and Fury, an option that is rarely used but ideal for cleaning up weakened units.
A tactical highlight is Pathfinder. A reinforcement line they establish is not easily pushed back by enemy units. Because of this, some players use them as a bodyguard for a Blooded with Vanguard 3 and a bow to push the unit 16 inches forward. Personally, however, I would rather use Werewargs or Raiders for that role.
Steel Chosen, B-Tier
Previously often dismissed as too expensive, the Steel Chosen with their new cost of 160 points are a real statement piece. Their key rule remains Linebreaker: even though Shields and Bastion are not present everywhere in the current meta, they cut through enemy defences like a hot knife through butter, especially in combination with the Relentless Blows from the Tribal Tactics. More than 18 hits per activation are not uncommon.
However, caution is needed: despite 5 wounds per stand, they remain a classic glass cannon. With Defence 2 and Evasion 1, they can collapse surprisingly quickly under concentrated shooting or fast counter charges. You can try to mitigate this through Tribal Tactics or a Volva Warlord, but at the end of the day they need to land the first strike to be worth their points.
To reliably deliver this massive output, they are often played under a Konungyr. A Jarl is also an excellent choice: his Supremacy grants them Juggernaut, ensuring they complete their charge. Whether the 20 points for the Thegn are worth it remains questionable.
Trolle, A-Tier
Trolls don’t win beauty contests, but they do win wars of attrition. You either love them as an unkillable pile of hit points or you struggle with their low Clash and defensive output. In the right setup, usually a large six-stand block supported by a healing Volva and a character leading them, they turn into a genuine swamp in which enemy regiments simply sink. Relying on Evasion 1 and Resolve 3 Oblivious, they lean heavily on sheer durability, shrugging off elite units with high Cleave, while struggling against a sustained hail of basic attacks. Eventually even Regeneration 6 reaches its limits.
Their real renaissance, however, comes from two factors: Dread and new mobility options. Simply by existing, they strip Inspired from nearby enemies, significantly reducing opposing damage output. Thanks to the Mastery Promise of Flesh, they can also gain Vanguard and move onto the battlefield much more effectively, solving one of their biggest historical weaknesses, their slowness.
Offensively they are not precise with Clash 2, but they bring Cleave 1, and under a Vargyr Lord Warlord they benefit from Shock (+1 Clash on the charge) and Fury (+1 Attack on the charge). Combined with rerolls from the banner, they no longer function only as an anvil but also contribute solidly to the offensive pressure in Half Blood armies.
Ugr, C-Tier
Let’s be honest: the Ugr are finally playable. In the past they were a liability, today they have a clear, if somewhat specific, role. The fact that they now have Unstoppable and, with Savage Retaliation, immediately strike back with their own impact hits on a frontal charge gives them an identity they simply did not have before. Units like Hunting Packs now think twice before charging them head on.
Still, due to the strong internal competition within the Nords, they will continue to be seen relatively rarely on the table. Their profile with Cleave 2 is solid, but only truly valuable when the meta shifts heavily towards heavy armour. In a world full of Evasion and high attack volumes, they often feel somewhat sluggish.
Their biggest advantage remains the price: 150 points for an MSU is painless. They will not win tournaments on their own, but you no longer punish yourself for taking them for flavour or as a cheap reactive stopper. They have moved from “total failure” to “solid filler option”.
Ulfhednar, A-Tier
The Ulfhednar have undergone one of the most impressive metamorphoses in the faction: from once being dismissed as a “Berserker knock-off” to becoming the absolute embodiment of the modern Nords death engine. The turning point of this transformation is the fact that they are now restricted to the Volva, who solves all of their previous problems.
Thanks to Movement 6, Banner and Vanguard 4, they surge an impressive 17 inches forward at the start of the game, immediately occupying key strategic zones or pressure points. However, their true dominance appears as a massive block under a Konungyr Warlord. Here the synergies interlock like perfectly meshed gears: while the Warlord provides Relentless Blows or Tenacious 2, the Wealth of a Hundred Raids upgrade grants Dauntless and thus automatic Inspired. Combined with Savage, which now allows the regiment to perform two Clash actions per round, this unleashes not a conventional offensive, but an industrial wave of destruction capable of simply overrunning most enemy regiments.
What truly turns the Ulfhednar into a nightmare, however, is their unexpected staying power. Where there once was a glass cannon now stands a defensive fortress: equipped with Coils of the Serpent for Evasion 2, combined with Blessed, Tenacious 2 and Resolve 5+, they perform extremely well even against high quality attacks. Even if the opponent manages to remove stands, they are immediately punished through Lethal Demise 3. When you add Volva healing on top, the unit becomes a mathematical trap: if it is not wiped out in a single, overwhelming commitment of force, it regenerates and then strikes back in its next activation with double Clash, mercilessly.
Valkyries, B-Tier
The Valkyries occupy a unique niche within the Nords. As one of the few regiments without Evasion, they are effectively designed as a classic defensive anchor with Defence 2, shields and Blessed. In theory, they could even gain Bastion through Ancestor’s Blessing, but in the current playstyle they are seen less as a passive stopper and more as an offensive grind block.
The key factor is not even their conversion into Half Bloods to benefit from a Vargyr Lord. The real threat comes from attaching a Volva with the artifact Rjóða, the Red Bringer, which grants the unit Impact 2. While this may seem underwhelming at Clash 3 at first glance, it becomes a major problem at scale. When a large block of 7 stands including a character crashes into the enemy with the last activation of the round from over 12 plus 1d6 inches away, it generates 12 impact hits thanks to Blessed. Anyone who survives that initial impact then faces a wall with Defence 3, Blessed and Resolve 4. Without a specialised “can opener” with high Cleave, this block is very difficult to remove in a single round.
With Tribal Tactics and Blessed, they also become offensively relevant. It often feels like many other Nords units currently do similar things slightly better, just in different ways. Still, the look on an opponent’s face when two large, durable Nords blocks, Valkyries, Ulfhednar and or Huskarls, suddenly appear on the table is priceless, especially if they were mentally prepared to face only glass cannons.
Werewargs, B-Tier
The Werewargs are the personification of chaos within the Nords ranks: fast, raid-like and psychologically extremely draining due to the combination of Terrifying, impact hits and a high volume of attacks through Flurry. Their biggest weakness remains the lack of Unstoppable in their base profile, which forces them into a rather rigid move charge pattern despite their impressive Movement 7 and limits their flexibility. This issue can, however, be elegantly solved by including a Shaman who provides the necessary direction, or by relying on an opponent careless enough to move within their reach.
Their true purpose is found as a spearhead under a Vargyr Lord. His Supremacy enhances them massively with Fury and Shock. While some players opt for a Blooded or Vargyr Lord with Vicious Assault for permanent Fury, most prefer Promise of Flesh (Vanguard 3). This allows the Werewargs to also reach the new Nords benchmark of 17 inches when entering the battlefield, often placing them deep inside the enemy army as early as round two.
Defensively they rely on Defence 2 (or Evasion 2 via a Volva Warlord) and a respectable Regeneration 5, making them surprisingly durable against light fire and half hearted counterattacks. Once broken, they do melt quickly due to their nature, but until that point they function as a resource sink. While they are often run in small MSU units of 3 stands, larger blocks of 5 or 6 are a nightmare for the opponent’s game plan. They pin important units for extended periods, are difficult to remove quickly due to healing, and punish every positional mistake with a high number of hits. They may not win the game on their own, but they buy exactly the time the rest of the army needs to secure victory.
Getting Started with the Nords
Getting started with the Nords
As already mentioned in the faction breakdown, I currently recommend starting with the 5th Anniversary Starter Set. It can be found for example at Kutami for around 128 EUR and offers the best price to value ratio. It forms a solid foundation for a Nords army and can be perfectly expanded with the new Super Charger, since this avoids duplicate boxes. If you want to expand the army further, you should also pick up a third character such as the Volva or the Shaman, as well as two boxes of Raiders, which can also be found at Kutami together for about 85 EUR. This brings you to roughly 324 EUR and results in a versatile and combat ready army that performs well on the table.
Alternatively, there is also the Iceborn Raiders army, a ready made 2000 point list with a slightly different focus. The main difference is that the individually built army allows you to gradually add new units over time, while the Iceborn Raiders are immediately ready to play as a complete force. Personally, I prefer the separate box approach because it offers more flexibility and lets you gradually buy what you actually want to play. However, both options are valid and each has its own appeal.
Not really recommended is the old two player starter box for the Nords. While it does provide a lot of units, it clashes with the 2025 Super Charger. As a result, you quickly end up with duplicate or even triplicate boxes that do not make much sense. However, if you can get it cheaply, it might still be worth considering, especially since the limited Konungyr is a real visual highlight for any collection.
Another interesting topic for Nords 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 for this. The size fits perfectly, and the miniature can be found for around 20 to 30 euros on eBay. So if you want a second Ice Jotnar, this is a cheap and visually appealing alternative. On German tournaments this proxy is officially allowed and is also frequently used. All you need in addition is a suitable card, which you can easily make yourself.
Here is the Epic Encounters box on the manufacturer’s website and here you can see the one I splashed with paint for Uziel.
Instead of writing an army list myself, I refer to the article series of undefeated army lists under Brave Humans with Sticks: Meta Stuff
best
Hanna








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