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Revision as of 14:07, 13 January 2024

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The Wolves of Orboros consider themselves kin of the wolf. This attitude extends to literally fighting side by side with half-wild animals treated as brothers. The hulking animals kept by the Wolves of Orboros are of a stocky mountain breed which brings speed, exceptional senses, and raw killing power as their natural assets.

Basic Info

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Abilities

Weapons

Bite
File:Sword icon.jpg  RNG   POW   P+S 
0,5 4 11

Theme Forces


Thoughts on War Wolf

War Wolf in a nutshell

The War Wolf is a cheap skirmisher who provides a little extra bite (pun intended) for Wolf Sworn. With the proper setup it threatens 20.5", letting it mangle enemy support models, and with potentially two attacks per turn it has good damage output for its points cost.

Combos & Synergies

  • Reeves of Orboros - the absolute best way of getting the War Wolf forward is to have it pounce a skirmisher shot by the Reeves.
  • Wolves of Orboros with CA - they can kill the frontline then use Reposition to get a backline support model into gang range. Then you activate the War Wolf to get that support model.
    • Depending on the distance, you might need to activate another Wolf Sworn first to hit that backline model and get the War Wolf 10" closer, then activate the Wolves of Orboros, before finally activating the War Wolf.
  • Grayle the Farstrider can use his Storm Rager spell to deliver a War Wolf out of nowhere on an early turn.
  • Shifting Stones can teleport it, and it can still trigger Sic 'Em afterwards. Run 14" into the stone triangle, teleport 8", then charge something another 10.5" away after shooting it with a Reeve? Yes please.
    • Although honestly, you've probably got better things to teleport than a 2 point solo.

Drawbacks & Downsides

  • Without the Gang Fighter bonus, he doesn't do much damage.
    • If you Sic 'Em to advance, then drive deeper into the enemy back lines with its normal activation, you're likely to be a long way from your Wolf Sworn.
  • If he gets bogged down in melee, you can't trigger Sic 'Em. And he's not worth the trouble of digging out of melee with the rest of your army.

Tricks & Tips

  • You only get the free charge on something that a Wolf Sworn has already hit (but not killed), so it should be easy to get the Gang bonus on your Sic 'Em attack.
  • Try to trigger Sic 'Em before activating the War Wolf, so you get two charges per turn. Whereas if you activate the Wolf first and charge something, chances are it'll get bogged down in combat and be unable to trigger Sic 'Em later.
  • Sic 'Em has no range limit. You could have a Reeve shoot a model 48" away from the War Wolf, and you can still declare a charge vs it. That can be used to move your Wolf 10" before it activates.

Other

Trivia

Released in Hordes: Metamorphosis (2009)

Other Circle models

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Rules Clarifications

Template:RC Pathfinder Template:RC Gang Fighter Template:RC Sic'em Template:RC Tracker