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HomeHome / Total War: WARHAMMER III / Caravan of Blue Roses / Units / Dire Wolves
Dire Wolves Caravan of Blue RosesCaravan of Blue Roses Monsters & Beasts

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

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

War Beasts

Caste

War Beast

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

500

Recruitment Cost

500

Upkeep Cost

125

Number of Units

80

Hit Points

6080

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

wf1_dire_wolf

├ Man Entity

wh_main_monster_wolf_hound_blood

├ Man Hit Points

8

├ Num Men

80

└ Bonus Hit Points

68

Mass

150

└ Man Mass

150.0000

Armour

0

├ Armour

wh_main_body_0

├ Shield

none

Missile Block Chance

0

Leadership

30

Speed

95

└ Man Speed

95

Melee Attack

26

Melee Defence

14

Weapon Strength

22

├ Melee Weapon

wh_main_vmp_wolf_fangs

Base Weapon Damage

19

Armour-Piercing Weapon Damage

3

Bonus vs. Large

0

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.