[TOW] The Big Chaos Dwarf Tactics Compendium

Hobgoblin Wolf Riders

It is often said that Warhammer games are decided in the deployment phase. If not at that point, then certainly during movement. Your ability to (re)direct enemy movement is just as important - if not more! - than beating them in combat. And with Impetuous and the new Frenzy rules this is more important then ever (more on redirecting, screening and board control in the battlefield tactics section) Any army needs something to fulfill this role and this is where Hobgoblin Wolf Riders come into play.

Wolf Riders come with the basic Hobgoblin stats with a slightly boosted LD of 6. Like Sneaky Gits, they do not have access to Warband, so try to limit the LD tests they need to take. With movement 9, Fast Cavalry, Skirmishers and Swiftstride you have a very mobile unit, and with Evasive and Fire & Flee they’ll be hard to pin down. You can (and should!) play into this strength and also get them the Feigned Flight and Reserve Move upgrades to maximise their potential, but be aware that, like with Sneaky Gits, it is currently unclear if they can use these special rules if joined by a Hobgoblin Khan. Speaking of which, you need to have one (1) Hobgoblin Khan per 1 unit of Wolf Riders.

Out of the gate they come with Light Armour and Shield, so they are at least a little bit protected. You have the ability to give them Cavalry Spears for free and for the life of me I cannot think of any reason not to do that, it only has benefits. Additionally they can get Shortbows for 1pt per model and you should also get this, as Shortbows have the Quick Shot USR and again maximise their potential with Fire & Flee and Feigned Flight.

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