Jump to content

Archived

This topic is now archived and is closed to further replies.

Mana

Wolf Clan Strategies and Tactics

Recommended Posts

Thats truth.

But swordsman with gs can kill werewolf with battlegear or shaled berserker. :P

I like transform shaled berserkers to werewolfs then they have red health.

This is bestest way, and shaled berserkers has more protection then werewolfs (not vs blunt, but vs magic,blust,cut,etc.)

Share this post


Link to post
Share on other sites

It would have taken too much time, so I didn't read all your Postings.

In my opinion my wolfrush is the most effective wolfrush (against Dragon, Serpent and Wolf) ever.

I'll explain it to you step by step.

1. step

Case (1):

If you are facing a really strong opponent you start in the following way:

Build 2 huts (one close to the ricefield and one close to the water)

Case (2):

If you know your opponent is just an average player, you start as follows:

Build 3 huts and a well.

2. step

Now you build the "brawler house (I dont' know how this building is called in english, because I'm swiss and I got the german version of the game)".

After this you build the building where you can train pack mastes -in the meantime you train your 1st brawler. When your peasants built your second building you get wolves with 2 peasants and you immediatley start training your first packmaster.

-During the time you do this you continue training brawlers-

After this you build the building where hurlers are trained and then you directly send one of your brawlers in -don't forget to train more packmaster and brawler during this time-. In "Case (1)" you won't have any ressources left to build any more buildings, so you just keep on training all your peasants (you need to switch peasants from time to time to be able to do this) and then you attack. Usually your attack force will consist of packmasters, wolves, balistas and 1-3 brawlers.

In "Case (2)" you will have some extra ressources left to spend. So you can add the units you need (of course you have to spy from time to time) to this "standard army". So if your opponent has a tower you may train 2 pitch slingers or just train some more hurlers (with a second "hurler house" of course), druids ain't a bad choice either. It depends on what your opponent built. I promise you -if you have some skill- you will win every game with this strategy.

Against Lotus you do what follows:

Strategy Nr.1: You quickly build a hut close to water, then you build a "mauler house (I don't know how this building is called either :P)"-setpoint: opponents base- By this time you will have 4 peasant (Population 40) you train one of them and you send the other ones (3) to the opponents base. Then you change the setpoint of the hut first to the ricefield and then to water, so that you got 1 peasant on water and 1 on your ricefield -afterwards setpoint: opponents base-. After this, your peasants will have reached your opponents base. Attack his waterpeasant and try to kill them, so taht your opponent will run our of water. Keep your opponent busy until your maulers come try to keep your maulers alive (they are more important than your peasants). Mostly you succed with this strategy, because your opponent doesn't expect such an early attack. If your opponent is able to stop you, you continue with strategy Nr.2.

Strategy Nr.2:

Build berserks and maulers with shale (if your opponent has towers, build some pitchers too) and many huts, so you can rebuild your units quickly, if you lose some of your units by making a mistake. If you got skill and a good micro, you will definitely beat every lotusplayer.

I hope you can understand what I've just written. If there are any difficulties, just ask back.

Good Luck ;)

Ragereaver

*edit* @cool guy and serpenty

It depends on the situation. Sometimes zerkers with shale are more helpful and sometimes werewolves with battlegear can give you an advantage.

Share this post


Link to post
Share on other sites

Someone tried that strategy against me when I was lotus, I rushed him with lotus with blades and staffs and beat him with no difficulty even though I lost a couple to those wolves

Share this post


Link to post
Share on other sites
Guest [LOT]Phate

this tip may not be very good but i thought it was pretty neat

all you gotta do is give a wolf to who ever you will send to the towers then send them to the towers that way the wolf will keep one enemy unit buisy while the person on the tower shoots them and what not

this tip is kinda good for turtling

Share this post


Link to post
Share on other sites

Packmaster rush? What ll happen if serpent/dragon builds horsemans or lotus - tower?..

About long game:

Werewolfs with wolf's bite are very good in hit-n-run tactic.Run on enemy army, use wolf's bite and run away. Of course werewolfs havent many stamina after using wolf's bite, but with their speed... Also they recover their stamina very quick. Good idea do upgrades for wers atack power and regeneration. For effect use grayback's battlegear or ask your serpent allie for dark pact. Wers like all wolf units can restore full health. So your wers llnot be weak vs magic and (especially) blast without losing health (simply wait few seconds). After atack&run wait then wers restore health and stamina and do it again!!!

Another good idea: to group wers in few groups with 3-4 wers in one group.

It ll help you to kill opponents troops more effective ( 1 group = 1 target).

Problems:

LOTUS

Lotus ice (if it really do blunt damage) cant be a problem. Death voil and unclean's slow effect skill potentially can be dangerous, but i think no one player has reaction and micro that need to stop it. ( werewolfs atack almost always looks like ambush). Lotus with their slow soldiers also cannt run for wers after their atack.

DRAGON

Actually, only flash powder and many whirling spears can be a problem (opponent need more time then he have to use DS) so dragon as lotus - good target.

SERPENT

Oh, thats bad...

Vetkin , mugs , mines , blast shoot, paralisis darts, utara - most of it have hmm *passive activity* and ll work then your werewolfs ll be nearby. So be careful with serpent.

WOLF

Druideses, sledger's stun, mines... but its not so bad as in case of serpent.Wolfs havent healers (only gaihla) but dont forget, their units are sturdy...

Towers.

This is not good idea - to use this tactic vs opponent base:

all towers lotus, wolf , dragon and even serpent can give to you a big trouble.

Opponent have enough time to use tower or units battlegears because towers gives to him big watching distance.

Other.

Opponent can try to following your wers after they atack by using horsemans.

Trample cannt do real damage to wers, but horsemans can stop you and then main army of opponent ll come (or dragon ll use DS)( wers havent stamina in this moment).

That you can do vs that:

1 Put mines on escape way.

2 Sacrifice 1-2 units (thats bad)

3 ask your allie for covering. (hehe, double ambush) :)

And dont forget use gaihla for fast hit recovery

of your units (not only werewolfs) or allie units.

Its especially good in case of DS.

Share this post


Link to post
Share on other sites
Guest [LOT]Phate

hey guys ive been wondering... do more huts make peasants come out faster?

Share this post


Link to post
Share on other sites
Guest [LOT]Phate

1. Does the number of peasant huts speed up peasant generation? If so, does disabling peasant creation in all houses except one affect the speed peasants are generated?

Answer: Yes. The more peasant huts you have, the faster you generate new peasants. However, each additional peasant hut provides less of a speed increase than the hut before it. Disabling peasant creation in all houses except one does not affect the speed.

ok i found this in the official website but what does it mean? i get that the huts make peasants come out faster but i dont get the rest

Share this post


Link to post
Share on other sites

The Maximum of peasant generation speed is 6 huts only.. If you build 7 huts or more, the speed remains the same..

Share this post


Link to post
Share on other sites
Guest Aramid

I create 10 peasant huts per game if there is no rush tactics, the generation of peasants is good!!!!...................

I don't use Druidess or dryads is that good or bad?

Share this post


Link to post
Share on other sites

In rush game is good.. In long game is bad.. But It still good since you need her to bless the Battle gear for other units.

Share this post


Link to post
Share on other sites
Guest Aramid

Do shale armor effectively lessens the damage a unit receive from blunt, cutting, explo, fire? .... wondering I had all my berserkers shale armored and in battle it is too difficult to identify....hmmmm.....

Share this post


Link to post
Share on other sites
Guest Aramid

Ok.... question why is the dryads very very weak on magic and explosives... I mean on the updated stats of units... I recognize that dryads has no perfect armor and they are 4x weak against magic and 3x weak against explosives while the other clans has no units that surpass this. Dryads also cost 60 rice and 90 water.....

Share this post


Link to post
Share on other sites

Omg... I don't use Dryad in game... hehe.. I only use it in campaign Heheh..

Share this post


Link to post
Share on other sites

And most of the people have winter of the wolf but they don't play it hehe..

Share this post


Link to post
Share on other sites
Guest Aramid

Ok... Diggers are effective against warlocks.... but they are weak in cutting and blunt uneffective against melee foes. WOTW had increased the speed in single player game that's why it is great..... additional units are good too...

Shale Lord is 3x weaker in magic and 4x in explosives, that's why I dont use him if there are magic/explosives using units...hehehehe

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...