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Dire Wolves Von CarsteinVon Carstein Melee Infantry

Dire Wolves

A pack of Dire Wolves is a lacerating mess of teeth in the melee, effective against enemy infantry.

Dire Wolves are macabre parodies of the living Giant Wolves that roam the Badlands and the forests of the Old World. Their flesh hangs in tatters from cracking bones, their skulls and innards exposed through tears in their skin. They are swathed in an eerie, glimmering twilight and their eyes glow with unnatural energy. The stench of putrefaction hangs on their wet breath and their howls cause shivers of fear to freeze the bold. When they are slain, their bodies dissolve into a coiling miasma, leaving nothing behind. Vampires sometimes keep the largest of these creatures in pens deep below their castles and towers, feeding them on local peasants until they are large and glutted, then goading them to new heights of viciousness. The Vampire imbue their creations with Dark Magic to increase vitality and bestow a callous cunning. These monstrous creations are known as Doom Wolves, and it is these larger, more ferocious beasts that lead the Dire Wolf packs to war.

Dire Wolves

Unit Name

Dire Wolves

Main Unit Key

wh_main_vmp_mon_dire_wolves

Land Unit Key

wh_main_vmp_mon_dire_wolves

Naval Unit Key

wh_main_shp_transport

Land Unit Group

War Beasts

Naval Unit Group

War Beasts

Soldiers

80

Caste

War Beast

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

500

Recruitment Cost

500

Upkeep Cost

125

Melee Attack

26

Weapon Strength (Weapon Damage)

22

├ Melee Weapon

wh_main_vmp_wolf_fangs

├ Melee Damage Base

20

├ Melee Damage Ap

2

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

18

Melee Defence

14

├ Base Defence

14

├ Shield

none

└ Shield Defence

0

Armour

0

├ Armour

wh_main_none

├ Armour Defence

0

└ Shield Armour

0

Health

58

├ Man Entity

wh_main_monster_wolf_hound_blood

├ Man Speed

95

├ Man Health

8

└ Bonus Hit Points

50

Leadership (Base Morale)

30

Abilities

  • Crumbling
    The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
  • Disintegrating
    The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • {{tr:guerrilla_deployment}}
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Undead
    The unit is Undead (does not rout, immune to terror, becomes unstable when attrition when moving through territory not owned by the Undead.

Strengths & Weaknesses

  • Very Fast
    This unit can run circles around most other units, taunting and harrassing the enemy or evading its missile fire.
  • Weak Against Armour
    This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies.
  • Vanguard Deployment
    This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
Requires Buildings
Dire Wolves Lv. 0 Sinister Copse
Sinister Copse
(wh_main_vmp_forest_1)
Level 0
Abyssal Wood
Abyssal Wood
(wh_main_vmp_forest_2)
Level 1
Haunted Forest
Haunted Forest
(wh_main_vmp_forest_3)
Level 2
Garrison Buildings
Dire Wolves x 2 Drakenhof (Corrupted Village)
Drakenhof (Corrupted Village)
(wh_main_special_settlement_castle_drakenhof_2_vmp)
Level 2
Corpse Pile
Corpse Pile
(wh_main_vmp_garrison_1)
Level 0
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