Strategy applied to the Wolfen

 

The first thing which is obvious when we look at the wolfen pack is the army cost of each figurine, and straight away from that you know you'll have few fighters in your ranks... especially if you use magic.
Endowed with an average initiative ( 3 ), the Wolfen don't often get the first word in hand-to-hand, shooting or disengagement: once a fight starts, you must bear in mind that your figurine risks spending the whole fight there, until the death of one or both belligerent parties.
To finish with the "negative" points: as you're able to see on these magnificent figurines, the soldiers of Yllia may have long fur, but this "armour" is very light: do not give in to the temptation of throwing all three of your dice in attack when you strike first: with a good armour, your opponent can take the risk of putting a die in attack.

On the other hand, how fast do they run! A basic move of 15 cm gives them the possibility of crossing the playing area quickly, as well as getting the charge bonus. This is, in my opinion, THE strength of the Wolfen: fast strikes against an enemy magician, quickly attacking an isolated group, slowing down the progress of a champion are all valuable tactics... but every medal has its flip-side: with this strategy, the majority of your pack exposes itself to the numerous remainder of the enemy army, which risks being fatal to you if the small group you sent far off does not return very quickly after achieving its task.
You'll have understood that with the Wolfen, your pack very often risks being numerically inferior; furthermore, if you take the risk of dividing your pack, you really have to be sure of your plan of battle!
Let's talk about their 3 dice because they're Born Killers! They are a huge advantage, but it's necessary to manage them well: don't give in to mindless munchkinism and throw them all into attack, but on the other hand don't go to the other extreme and descend into long, boring combats. Prudence is often the key to victory.
In a one against one, a Wolfen has a great chance of coming out victorious; on the other hand, against two or three opponents, the odds become "unfavorable" for Wolfen: without the initiative, total defence is often recommended; with the initiative, the fight lasts for a very long time.
The Strength of the warriors of Yllia is not neglible: 7 for the Penitents and Crossbowmen, 8 for the warriors, from 11 to 13 for the Predators and 9 or 10 for the characters (Irix and the hunters are exceptions: 5 and 6), in other words, that smells like fresh meat to me!
And Fear rarely disadvantages them: that of the basic figurines doesn't work often and it's necessary to play Characters or Predators to make the enemy run away before combat: I sympathise with them completely!

You want an example of a typical army in 300 points? I don't have one! Everything depends on the opposing army, on the scenario played and on the terrain, but it is true that my armies rarely go out without 6 warriors (to avoid being outnumbered while remaining credible). And then? Do you want to defend an area or attack the undead? Two Crossbowmen. Grab an objective quickly or by-pass an obstacle? Four hunters, or two Solitaires (and Speed). Against Alahan and Griffons, Hunters are still useful to get into hand-to-hand with their marksmen. I also play four Predators and four Penitents: disruptive, funny and effective. 6 warriors, 1 Predator and Onyx the Prowler are also a good combination.
And in 400 points, I add Irix the Sibyl with her astrolabe and her murmurs of pains, which is worth it to me for a more significant offensive potential.

In summary, I'm not being awkward but my army depends more on my mood of the moment: I can play very well with speed against the undead, by trying to separate a group away from the rest of the enemy army or by facing it head on after a few salvoes from Crossbowmen.

Ha, yeah, an irritating little thing: spend the first two turns "murmuring" your warriors before launching them into combat and wait, looking at the face of your opponent as he thinks about his moves, his magic... while you announce cooly and quickly, indicating the card played: " Hummmm, no, they aren't moving "!



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