
Quick overview
| Type | Offensive, Melee |
|---|---|
| Source | Special |
| Game stage | Special |
| Cost | 150 |
| Recommendation | Situationally |
rating
The Wolfhound is a purely offensive melee infantry unit: attack 50, defense against melee 50, but defense against ranged is zero. Cost 150 and food consumption 3. This is a unit you take into attack and nowhere else. Don't expect anything from it on the walls or in defense, as that zero against ranged units is simply insufficient. It is an event unit, so you do not build it in barracks like regular infantry, but it comes ready from special offers and events.
How to use it
You deploy the Wolfhound in attacks where the enemy holds melee defense, that is, against infantry on the walls and at the gates. An attack of 50 is a decent number for that, and you can fill the melee slots with as many as your slots allow. In practice, this means: you fill melee slots with Wolfhounds, and next to them, you place ranged attackers in the ranged slots. A food consumption of 3 is standard for infantry, it is neither an advantage nor a handicap, so do not consider it a bonus when planning your army. A speed of 80 is average in GGE, or rather on the slower end; cavalry can easily exceed 200, so do not consider the Wolfhound a fast unit for lightning raids, as it is not suitable for that.
What to combine it with
Never send the Wolfhound alone. Pair it with ranged attackers who will cover its enemy ranged defense, and in return, it will break their melee defense. A classic offensive wave looks like this: you fill melee slots with Wolfhounds and ranged slots with attacking archers or crossbowmen. Keep the ratio roughly according to what the enemy has more of: against strong melee defense, add more Wolfhounds, against ranged units, push on your own ranged units. Always add siege engines, rams at the gate, and towers or ladders for the walls. Tools with bonuses to melee attack and commanders that increase melee attack will raise its numbers even higher.
Weaknesses and what to avoid
Do not place it in castle defense. Its defense against ranged is zero, so enemy archers will take it down before it can do anything. For defense, you need purely defensive units, and this is not one of them. Also, do not send it against targets where ranged defense predominates; there its melee attack will not solve anything, and you are just wasting a strong unit on a job that ranged infantry could do more cheaply. And do not confuse its melee defense of 50 with versatility; in attack, this value does not apply because the defender's defense plays against you, not yours.
Related units
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