Dogs of War

Full Version: Oglah Khan Wolfboyz fanboy here....
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I love this unit! For a bunch of reasons. I love the models and look of the wolfriders in general. And even in game mechanics not too bad.

Positives: "Pointage" (6 standard light Cav, full command= 153pts...Oglah Khan and his posse of 5 Hob's= 190pts) So for a measly 37 points you're getting a full hero level character, wolves who move faster, a magic item, and a better armour save. Light Cav don't have leather armour, but Oglah Khan cares about his troopers Smile
Fluff He's a true mercenary! He looks amazing and you couldn't trust him with a penny.

Negatives: Animosity and his ability to turn on you. Yes, you can plan your battle so he shouldn't get too close to braking units. But it's hard to account for all things in the game. And when you need him, animosity can really not be fun, no matter how fluffy it is.
They take up a special slot. I guess this is the real downer, cause Light Cav are core. And do you really want to waste all that points and also have a chance at losing a banner and Victory points that easily?!

But overall a fun unit to play. You'll be seeing him in a battle report from me soon.
Wolfboyz don't have animosity. At least, not in my Regiments of Renown pdf.

Personally I find the problems with the Wolfboyz to be a few.
1. They're a fast cavalry unit, that can't be thrown away due to their points cost and banner.
2. They're a combat unit that tries to break the enemy so they can make use of their magic banner, but have to pay for their bows.
3. They don't hit 'that' hard, so very easy to whiff their attacks or not break the enemy. Even slamming into the flank, they start off dead even against most ranked units (flank + banner against outnumber + banner).

So basically... you're paying more points for a unit that doesn't have flexibility due to it's high points cost. You can get 2 units of Light Cavalry instead and they're core choices. Special slots are where some of our best choices are as well, so you need to drop something for the Boyz.
I'm a big fan of them. They're great counter against medium cav (dark riders with shields, and some others), skirmishers (shades, skinks, others), and can help against other stuff as well.

They work disturbingly well in support of other units. If you hit a unit with both these guys and a ranked up infantry unit (or a heavy cav unit as long as one unit has flank and/or rear) you're almost certain to destroy the unit unless they are unbreakable. If they're stubborn it might be hard too. Still, the wolf boyz are almost certain to catch.


At rampage for our extra 'free' unit of 250 points of Dogs of War I take a unit of Oglah Khan's wolfboyz and I swear by them. Running them at a total of 10 figures is actually worth it. I can either string them out and get 10 shots, and other non-heavy cav will be a little warry of charging them. They can also get more attacks that way. Plus, if you play them aggressively you can make your opponent think they're more of a threat. Especially if they know how far they pursue!
Had a good game last night against a solid Skaven army. Used the Wolfboyz to bog down his Plague Rats (fully kitted out, with a Plague priest, who himself is around 200 points) till turn 4, where they were part of a 3 pronged flank/rear move that wiped the unit out.

My opponents are scared of the Hero level character in the unit, you can't just assume you'll be handle to handle their charge, compared to other Light Cav units. The perfect "Medium Cav" unit.

Plus again, love the Wolf Rider concept. I feel bad ass using them!
Has anyone considering using a great big unit of them now that you can get rank bonus with fast cavalry?
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