The Direpack (Dire Wolves)
Hurling itself into the fray, the pack's teeth close around limbs and do not let go.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.
Unit Name The Direpack (Dire Wolves) |
Main Unit Key wh_dlc04_vmp_mon_direpack_0 |
Land Unit Key wh_dlc04_vmp_mon_direpack_0 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group War Beasts |
Caste War Beast |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 650 |
Recruitment Cost 650 |
Upkeep Cost 163 |
Number of Units 80 |
6080 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts wf1_dire_wolf |
├ Man Entity wh_dlc04_monster_direpack_blood |
├ Man Hit Points 8 |
├ Num Men 80 |
└ Bonus Hit Points 68 |
200 |
└ Man Mass 200.0000 |
0 |
├ Armour wh_main_body_0 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 40 |
95 |
└ Man Speed 95 |
Melee Attack 34 |
19 |
22 |
├ Melee Weapon wh_dlc04_vmp_wolf_fangs_direpack |
├ Base Weapon Damage 19 |
├ Armour-Piercing Weapon Damage 3 |
├ Bonus vs. Large 14 |
└ Bonus vs. Infantry 0 |
Charge Bonus 28 |
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. -
Vanguard Deployment
This unit can deploy outside the deployment zone. -
Hide (forest)
This unit can hide in forests until enemy units get too close. -
Strider
Speed and combat penalties caused by terrain are ignored by this unit. -
Undead
This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).
Strengths & Weaknesses
- Very Fast
This unit can run circles around most other units, taunting and harassing 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. - Anti-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |