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He'll rip your lungs out, Jim

Posted October 18th, 2010 at 01:43 PM by Filthy the Clown
Updated October 18th, 2010 at 05:12 PM by Filthy the Clown (Repulsors x2, Marcu could be another option...)
I have been toying with more wolf builds as of late, mainly involving the Darklord v2.0 and Badru.

For 500+point builds, the wolves do not seem like a competitive option with much popularity (so far, I have only seen one NHSD '10 reported build utilizing the Badru/darklord combo: Horde Lorde had the stones to play them, going 1 - 3 in Madison, WI with Wolves of Badrux3, Werewolf Lord, Fen Hydra). Despite this, I believe that they still have merit on a competitive level, provided they are paired with strong support units. This is much easier to fill at 500+ points (some of my suggested, speculative builds). At lower point, pre-determined-army totals (400 points), the darklord/Badru combo becomes a bit trickier to use effectively. First off, your wolf core (a 300 point investment in one darklord and two squads of bonding Badru) has two strong assets: mobility and one of the strongest, common-based special attacks in the game.

Playing on these strengths, you want to choose supporting units that can
  1. screen the wolves: not so much for protection, as for channeling the enemy in a manner that will allow you to choose the most worthy targets for Pounce and Infection
  2. suck in targets: Unlike the more robust Anubians, the Badru's weaker defense of 3 means that they are vulnerable in transit to Pounce; making your opponent come to you increases the odds of actually attacking.
  3. grab/hold glyphs: Glyphs that are defensive in nature are a near necessity for the wolves. Badru can be adept at grabbing glyphs (few units can attack and grab a glyph in one round), but they are not so good at holding them.
  4. absorb auto-wounds: At 27 points each, it is a shame to lose a Badru to an auto-wound, such as Wannok.
  5. provide some ranged support: Sure, the Badru have a nice ranged attack, albeit suicidal. However, adding additional ranged units to your build helps to remove critical targets and draw the enemy to you.
At 400 points, you have 100 points to establish a support role. Some worthy options that adhere to the above criteria:
  • Dividers x2: this meets criteria 1, 3, and 4, and also give you a regenerative ability, which is important for an expensive core comprised of 3-unit squads. No range, though, which makes it difficult to entice your enemy to come to you (which is important, not because the wolves move slow, but it allows you to selectively choose your targets: this is critical, since the Badru's weak defense of 3 leaves them at a critical position immediately following a pounce).
  • Krav: meet criteria 2 and 4. Few units match the KMA in respect to forcing the opposition to come to you. The only problem with using them with the wolves is that, at 400 points, there is no room for a screen.
  • Raelin/Marcu: The wolves are lacking in defense, and Raelin can make up for that. On that note, the Raelin/Macru combo meets criteria 2, 3, and 4. Wrapping up the wolves in bacon great increases their pre and post-Pounce longevity. Unfortunately, their mobility means that Raelin will have a tough time keeing up (Raelin v2 seems like a better option); however, she can work in sucking in targets, but this is a limited role for her abilities. Marcu can hold the glyphs, but losing a wolf to Eternal Hatred can be undoing.
  • Marro Warriors and Tarn Vikings: meets criteria 1, 2, 3, and 4. These two uniqe squads have a solid niche to fill in the 400 point wolf build. With Beserker Charge, the Tarns can be a great, early-game glph-grabbing solution, and the 4 defense will ensure that they stick around well after their initial OM usage; additionally, they are cheap enough to not sweat out the loss of a viking to auto-wounds. Alternately, you can save them for a mid-game kamikaze charge, or use them as a screen for the mobile MW (saving the wolves for an end-game strategic strike). This brings up the MW, a perfect fit for the wolves, as they are also mobile, have decent range (which should work for sucking in targets into Pounce range), and can regenerate (an important attribute, considering the lack of numbers in the army). Rather than using them in the end game (a 'traditional' role for MW), they should come into play in the early stages of the match, supporing the Tarn and channeling the opposition into attack lanes of opportunity.
What suggestions do you have for supporting the wolves at lower point totals?
Total Comments 8


killercactus's Avatar
The army I want to try, weirdly, does none of the things you suggest with the support units. However, what it does do is work very well against ranged squads and fills the hexes with warm bodies:

Werewolf Lord - 140
Wolves of Badru x2 - 300
Goblin Cutters x4 - 500, 24 hexes

It's up to the Werewolf Lord and the Badru to infect and kill any Special Attacking heroes or bonded heroes (actually, the Wolflord just needs to infect a bonded hero unless its a Dragon with Greenscales). Pounce as often as possible with the Badru but watch your OMs in case they all die before you're done taking turns with them. Once the Badru are dead, activate the Wolflord and any other Lycanthropes there may be until he's gone. The Cutters clean up the mess, and hopefully the Wolves have killed the figures they fear.
Posted October 18th, 2010 at 02:57 PM by killercactus killercactus is offline
Filthy the Clown's Avatar
That seems like a nice, well-rounded army. How would you feel about running Cutters with less than 4 squads (3 seems like the bare minimum, but I have no experience with the goblins)? It seems that attrition would quickly catch up with you, but then leading with the wolves - to thin out the things that goblins hate most - would [ideally] keep your goblin losses down to one (or less) a turn....And 3 squads (2 squads, at 400 points, does not sound like it has enough depth) might be able to shine.
Posted October 18th, 2010 at 03:11 PM by Filthy the Clown Filthy the Clown is offline
killercactus's Avatar
It might be viable at 450, but I highly doubt it. I think that the Werewolf Lord is best used alone (read as: without any Badru) if we're going to go below 500 Points. This is about as good as I can get:

Werewolf Lord - 140
Zetacron - 200
Cutters x4 - 400,20 (add a 5th for 450,24)
Posted October 18th, 2010 at 04:09 PM by killercactus killercactus is offline
Kaiser Cat's Avatar
The WoB/Werewolf Lord combo is nice, but it isn't an effective army by itself. Try WoBx2 + a Lord for an Army core, giving you 200-230 points and 16 spaces to add Range and Heroes.



Posted October 18th, 2010 at 05:04 PM by Kaiser Cat Kaiser Cat is offline
Filthy the Clown's Avatar
Werewolf Lord - 140
Zetacron - 200
This sounds like a solid hero-killing/controlling duo, especially with 16 cutters to complete what they started. At least Zeta gives some security when facing the Q brothers.

I have tried stingers with wolves in casual games (Badru and lord), and it is not half bad; they are both versatile enough to take on heroes and squads as situation dictates (even without pounce, 4 attacks from the wolves is respectable, although Pounce is definitely the money shot). At lower point totals (400), working in one squad of Badru (suicide runners for the darklord), and 3 squads of stingers seem doable...But it does not sound quite as solid as the wolf/cutter combo.
Posted October 18th, 2010 at 05:34 PM by Filthy the Clown Filthy the Clown is offline
All Your Pie's Avatar
Wolf Core (300)
Rats X2 (380)
Krav (480)
Marcu (500)

Addind rats and the Krav is a fairly easy, competetive option.

Wolf Core (300)
Raelin SotM (420)
Marro Warriors (470)
Eldgrim? (500) (Use on Raelin or Werewolf Lord, or swap for different filler)

Less cheesy army that includes SotM Raelin.

Both of these options could work, though I think the first army would be more competetive.
Posted October 18th, 2010 at 08:42 PM by All Your Pie All Your Pie is offline
marroking1's Avatar

This army could be good but the lack of range could come back to bite you.
Marro Warroirs-500

Now to me the wolves of badru are more for squad killing so add some hero killers into it. And this one has some range in it to.
Posted October 19th, 2010 at 08:33 PM by marroking1 marroking1 is offline
Filthy the Clown's Avatar
You know, it really does work out best when playing the wolves as aggressively and early in the game as possible. There is a thing to be said for timing, but I have had the best luck in leading with the wolves (especially against Romans/10th, but not so much Dragons). That being said, with only 100 - 150 points of 'filler (since the objective of this blog post is to try and flesh out a 400 pointish wolf-core build), it is hard to lead with the wolves and not having anything 'worthy' to back them up with (KillerCactus's 450/500 point build seems to address this nicely).

At 400, I have play-tested Wolf core/Tarn/MW, and it really comes down to successful Pounce; but the wins are gut-wretching ugly, and none of them were blow-outs (looking at 2 MW and maybe 1 tarn left). I also tried WL, 1 Badru (I just hate not using him without at least one bonding squad to help peel things away from him), and stingers x3, but I did not like it near as much. At least with the Tarn, you have a cheap, 4-defense squad, and the MW never really let one down; it really comes down to offensive output, as the biggest hitter is your darklord.

At 500, I like adding Rhogar to the mix, as he can refuel your darklord who is guaranteed to have some damage by the time he disengages. I would rather have Rats x2 than the third squad of wolves, though.
Marroking1, the Anubian-inclusion sounds like a fun N' fast-paced higher-point build as well.
Posted October 21st, 2010 at 07:20 PM by Filthy the Clown Filthy the Clown is offline
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