How much of this makes sense when put together...
1. Norse myth units
2. Resource ownership
3. maintaing economic headstart
4. Staying close to the opponet
5. Constant fighting offensivly
6. Raiding vils
7. Key times to use god powers? (FW, walking woods, frost, all major game changing?)
So, you want to be attacking early and keep lots of pressure. This means favor. Favor means myth units, which are hard to take down. Attacking opponets vils while keeping your own safe because of offensive. Use infantry units building skills and speed to keep a forward base going to keep fighting offensive.
I specifically want to add for the offensive point, that if you watch in many recs, where they have equal tcs, usaully one, the norse player will fall behind in score in periods of no fighting, and will gain score wise when fighting constantly, yet loses score wise again in one big unreinforced clashes.
The counters to norse would be anything that would disrupt these things that make them win. So far we see that eggy hard counter quick flooding can beat norse units in a constant battle. Anything that can effectivly remove norse myth units quickly and with little damage to itself is a stopper. Anything that can prevent or destroy forward buildings would defeat norse. Anything to prevent GP from working might halt norse. Not being able to effeciently and effectivly prevent resources from the opponet stops norse.
Those stoppers must be norses uphill battles. Where do you find those problems, and what is the best work around?
And is there still anything else somebody notices that makes norse the winner, or yet is anything numbered debatable to be true or not, expecially if it goes for all civs and isn't norse uniquely effective?
Nick: Eten.
Gods: All of them!
Vanilla.