War drums are beating on the northern coast again.
Chaos marauders are surging from Norsca with hungry eyes on the Westerland. Consequently, Warhammer: The Old World is getting a brutal new reinforcement box. The kit leans into animal totems, ragged furs, and raw aggression. Therefore, let’s unpack the models, rules, and campaigns driving this invasion.
What’s in the Marauders Reinforcement Set
This box drops fifty fresh plastics for Warriors of Chaos players. You get forty Chaos Marauders and ten Marauder Horsemen, ready to raid. Moreover, the infantry arrive as muscular barbarians in fabrics, pelts, and chain. Each has two head options, with interchangeable shields and hand weapons. Therefore, you can build strikingly varied units without losing cohesion.
Each set of twenty can split into two tens with full command. Weapon options cover hand weapon and shield, great weapons, or flails. Consequently, you can tune for grind, punch, or shocking damage spikes. Meanwhile, the Horsemen bring speed and menace in equal measure. They are often the first wave, slamming lines with spears and flails. The ten riders build as two fives with champion, musician, and standard. Additionally, each rider gets two head choices to match your tribe’s look.
The box includes two Warriors of Chaos transfer sheets. Each sheet holds 246 decals for Norscan icons and runes. Consequently, banners, shields, and armor plates broadcast your chosen totems. The result reads Bloodied Hound, Carrion Crow, Slithering Serpent, or Fell Raptor at a glance.
On the Table: New Profiles and Playstyle
New models mean new profiles, delivered in a 48 page Arcane Journal. The infantry push bodies and board control with cruel efficiency. Meanwhile, Horsemen screen, chase, or threaten flanks with fast charges. Consequently, you can pressure objectives while hammer units set the kill. The aesthetic sells the story while the kit depth supports list variety. Therefore, your raiding party looks wild and still fights tight.
Arcane Journal: The Razing of Westerland
The journal dives into Norscan culture and battlefield identity. You get lore on the four primordial spirits and their worship. Moreover, Frydaal the Chainmaker’s invasion frames the campaign narrative. On the rules side, you gain four Cults of Chaos to theme your lists. You also get Chaotic Traits, a Lore of the Shadowlands, and shiny Artefacts. Consequently, your warband can feel distinct without leaving the core book behind.
A Path to Glory campaign starts at five hundred points and grows. Three new scenarios spotlight marauder raids and grisly ambushes. However, you will need Arcane Journal: The War of Settra’s Fury. You also need Ravening Hordes for the main Warriors of Chaos rules. Therefore, grab those books to run the full experience.
Summary
Chaos marauders are crashing into The Old World with purpose and style. The reinforcement set packs forty infantry and ten horsemen with deep options. Transfers and trinkets lock in your tribe’s totemic identity quickly. Meanwhile, The Razing of Westerland adds Cults, Traits, a new Lore, and Artefacts. The campaign stitches it together with low point raids that grow fast.
This release nails the fantasy of hungry northern tribes on the march. Consequently, hobbyists get rich kitbashing space and fast table payoffs. Moreover, players gain a flexible toolbox for pressure, screens, and shock charges. Keep an eye on Warhammer Community as the raid tightens its grip. The Westerland will burn, and your collection will look glorious doing it.
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