Mutton
11-26-2009, 05:09 PM
This is a general discussion for everyone's favorite cheap infantry, the Wolves of Orboros. Now, I don't want to compare them to mk1, so let's look at what they have now, not what they had.
First, the base unit. A nice cheap 4/6 unit is great, as is their 11" threat with pathfinder. MAT6 with Powerful Charge is great, letting us hit even ATGM on the charge. The main issue comes from pow9, which means that on average rolls we will break a normal shieldwall, but any buffs on it or a warbeast/jack won't be very hurt. CMAs are nice, but really not the answer to anything but 10wound solos and cavalry.
Overall, they are decent for their points. They are but fodder really, light infantry clearers, who die like flies to pow7 blasts and are hit fairly easily.
Compare them to their Warmachine counterparts, TFG or Steelheads. TFG lack Powerful Charge and Pathfinder, but Gain Set Defense and Shieldwall. They also have 1POW over the WoO, leading for me to favor the TFG. Steelheads have 1 less MAT and lose Pathfinder, but gain 2POW and Set Defense. They hit about as often, but do it harder and are harder to kill on the charge. Again, point Steelheads.
With Hordes, right now the closest to our Wolves are probably Karax, Legionaries, and Fennblades. Karax lack Pathfinder, 1SPD, 1MAT, and 1DEF, but gain 1ARM, 1POW Girded, Shieldwall, and a base Ranked Attack. In the end, Karax are better defensively, while the Wolves are better offensively. When told to pick one it would come down to what I wanted. Equal units. Legionaries lack 1SPD, 1DEF, Pathfinder, and Powerful Charge, but gain Vengeance, Defensive Line, and 2POW. They are the easy winners here over the Wolves. Fennblades lose 1SPD, 1DEF, and Pathfinder for Tough, Hard, S&S, 3POW and 1ARM. I'd give this as well to Fennblades; the Trolls have the best infantry buffs around and Fennblades, while lacking something, still are slightly better.
So overall, my observations from running the WoO a few times and seeing them along with the other units is that they lack something. Does the UA bring this? Let's see.
The UA grants a Standard, Ranked Attack, and Mini-feat Gang/Overtake. Now Overtake is pretty useless; you can move in to tie up more units, but it's not that good. Gang is what you take them for, as we don't have enough ranged attacks to really abuse Ranked Attack. Gang is nice, but it really doesn't do much for the Wolves. MAT10 does rock, but already having mat8 on the charge means you don't really need it. Gang feels like you pop it after you've charged, as pow11 doesn't change their damage profile much, but it lets you kill without a charge. The problem then is that Wolves die after they charge; they die hard. The final nail in it's coffin is the lack of a cmd buff from the UA; cmd8 on a unit you want to spread out somewhat is just bad.
Overall, I feel that the Wolves need something more. What it is, I'm not sure. Please, bring your thoughts on the Wolves and what you think could fix them if you agree with me. If you disagree, that's awesome as well, just back up your arguments on both sides. Best of luck playing your games, and have fun!
First, the base unit. A nice cheap 4/6 unit is great, as is their 11" threat with pathfinder. MAT6 with Powerful Charge is great, letting us hit even ATGM on the charge. The main issue comes from pow9, which means that on average rolls we will break a normal shieldwall, but any buffs on it or a warbeast/jack won't be very hurt. CMAs are nice, but really not the answer to anything but 10wound solos and cavalry.
Overall, they are decent for their points. They are but fodder really, light infantry clearers, who die like flies to pow7 blasts and are hit fairly easily.
Compare them to their Warmachine counterparts, TFG or Steelheads. TFG lack Powerful Charge and Pathfinder, but Gain Set Defense and Shieldwall. They also have 1POW over the WoO, leading for me to favor the TFG. Steelheads have 1 less MAT and lose Pathfinder, but gain 2POW and Set Defense. They hit about as often, but do it harder and are harder to kill on the charge. Again, point Steelheads.
With Hordes, right now the closest to our Wolves are probably Karax, Legionaries, and Fennblades. Karax lack Pathfinder, 1SPD, 1MAT, and 1DEF, but gain 1ARM, 1POW Girded, Shieldwall, and a base Ranked Attack. In the end, Karax are better defensively, while the Wolves are better offensively. When told to pick one it would come down to what I wanted. Equal units. Legionaries lack 1SPD, 1DEF, Pathfinder, and Powerful Charge, but gain Vengeance, Defensive Line, and 2POW. They are the easy winners here over the Wolves. Fennblades lose 1SPD, 1DEF, and Pathfinder for Tough, Hard, S&S, 3POW and 1ARM. I'd give this as well to Fennblades; the Trolls have the best infantry buffs around and Fennblades, while lacking something, still are slightly better.
So overall, my observations from running the WoO a few times and seeing them along with the other units is that they lack something. Does the UA bring this? Let's see.
The UA grants a Standard, Ranked Attack, and Mini-feat Gang/Overtake. Now Overtake is pretty useless; you can move in to tie up more units, but it's not that good. Gang is what you take them for, as we don't have enough ranged attacks to really abuse Ranked Attack. Gang is nice, but it really doesn't do much for the Wolves. MAT10 does rock, but already having mat8 on the charge means you don't really need it. Gang feels like you pop it after you've charged, as pow11 doesn't change their damage profile much, but it lets you kill without a charge. The problem then is that Wolves die after they charge; they die hard. The final nail in it's coffin is the lack of a cmd buff from the UA; cmd8 on a unit you want to spread out somewhat is just bad.
Overall, I feel that the Wolves need something more. What it is, I'm not sure. Please, bring your thoughts on the Wolves and what you think could fix them if you agree with me. If you disagree, that's awesome as well, just back up your arguments on both sides. Best of luck playing your games, and have fun!