Loading...
  OR  Zero-K Name:    Password:   

Wolverine how to counter

64 posts, 2312 views
Post comment
Filter:    Player:  
Page of 4 (64 records)
sort

9 years ago
I think wolverines are the most annoying unit in the game. They shoot arty mines that cloak....and it endless. What the best counters to Wolverine spam.
+0 / -0
9 years ago
Pillager? It have AOE and can oneshoot one or two wolverines.
+0 / -0
In efficency for metal (imo) order:
Firewalker, ravens (obvious), Phoenixes! (one of the few uses for it), Tremor, Sumo... (yes I have seen it work actually but dont try it at home), flanking raiders (sometimes), Pillager and then banatha and detri ofc (maby pene could work too)
+0 / -0
From my experience:
Counters to Wolverine:
1. Air
2. Counterartillery (Firewalker, Tremor or Catapult)
3. Napalm missiles from Silo
4. Raiders (won't work vs decent Wolverine play, but can work when enemy screws up or is incompetent).
5. Assaults (very situational, may get skirmed to death, really depends on the specific unit and the wolverine count)

In my opinion the best, most sensible way of dealing with small-moderate amounts of Wolverines is air play. Any kind of bombers can work, choose the one that suits the situation best (Do those Wolverines have some AA support? Does the guy tend to clump his Woverines? Do you have lots of fast units to follow a Thunderbird strike up with?).

If there is significant AA support with Wolverines or their numbers have grown very large you obviously need something else. This is where certain rarely used artillery units can save the day. I've seen Firewalker, Tremor and Catapult all be very effective vs heavy concentrations of Wolverines. They are all expensive and fragile units so handle them with care. You should know what you are doing or you're just throwing metal away.

If you think your arty is going to get sniped from the front lines you can also build a Missile Silo. It has great range and can build Inferno missiles. A few good hits with those can decimate Wolverine armies.

Raiders are not a reliable counter to Wolverines due to the mines and the likelyhood of a good vehicle player always guarding his Wolverines with other units or static defenses. Don't go for this unless you are desperate and don't have the metal to pull off the more expensive and more effective counters.

Assaults can, to an extent, shrug off Wolverine fire and be of some value when enemy has Woverines. However, they are not a good counter. Wolverines are faster than all assaults other than the Ravager and are due to that very potent skirmishers. They will eventually kill your assaults unless you can constantly repair them. Even if you can repair them, Wolverines can then just kill your cons first and then continue to kill the rest of the army.

Countering Wolverines is a pain, but not impossible. A common mistake people make is spamming regular units vs Wolverines. It rarely works. You have to get your counters out or you will die a slow death.

Edit: as mentioned above, Pillager is ok as well vs Wolverines. However from my experience Tremor is better. Dealing with very heavy Wolverine spam is one of the rare cases when Tremor can be a good investment.
+5 / -0
i think the best counters go like this.

napalm bomber/licho

if air is shut down.

then with small-medium spam you can use dirtbag spam to attack the wolverines if they don't have riots around them to kill the dirtbags.

i think the next best situation would be a arty unit that outranges the woverines.

My only concern with wolverine is the type of gameplay it brings. I believe that they should either have to reload their mines or the mines are not cloakable.

I was wondering if anyone else had any more specific counters but it seems that the general idea is to outrange the wolverines since you can't really attack them head on with their persistant cloaked spammmy mine gameplay.
+0 / -0
9 years ago
quote:
I was wondering if anyone else had any more specific counters

Are you kidding me? EErank[ISP]Lauri mentioned all of them... FFS ALL OF THEM!!!!
I suspect that you want some kind of uber effective fairy tactic that will PWN wolvs into their hiding holes.

Reload the mines? Wolverine has releoad time and non cloacked claws would make making minefields useless really.
+2 / -0

9 years ago
I'm all for getting rid of the wolverine. it promotes crappy cheap gameplay.
+0 / -4
quote:
What the best counters to Wolverine spam.

funnel spam
+0 / -0

9 years ago
funney spam is the best counter to everything, excluding archangel spam..
+0 / -0
9 years ago
wolverine should be unable to fire while moving. so few counters currently, some factories just cant counter it at all.
+0 / -0

9 years ago
If i were going to pick something to nerf, I'd put a delay between decloak and attack on the claws. Let raiders outrun them and riots fight through them, focus on their use against assaults and skirms.
+0 / -0

9 years ago
Thinking about it, I think one of the issues I've had against wolverines is that I've been unwilling to fac switch to counter. Wolverines are powerful (and combine a whole bunch of annoying attributes: stealth, kite, range, mines), but implicit in their power is that they need to hit a critical mass. This gives you ample time to invest in the versatility to counter them properly.

If they then have the resources to both fund their wolverine ball and counter your counter, then the fault is likely that you'd already lost the game.
+1 / -0
FIrankFFC
9 years ago
Wolverine can even shoot white moving?
+0 / -0
yeah just put them on fight command and watch em wreak. They great at shooting behind their arses 2.
+0 / -0

9 years ago
Halberds are also worth a mention
+8 / -0
9 years ago
Dbags are actually more efficient if they have levelers, the splash damage will quickly decimate the wolverines. Scythes also do well, or well-positioned snipers (beware of mines).
+0 / -0
Skasi
9 years ago
CArankPxtl I like your idea, but keep in mind that as a sort of skirmisher Wolverine should probably counter riots. I'm not completely sure about that though. Adding a timer between decloaking and firing would probably make it useless as artillery (defenses would destroy Claws before they fire).

How about an extreme nerf to Claw's tracking/guiding to make it much less likely to hit fast units? It would still work decent against statics and slow moving units, while being weak against raiders, just like your typical artillery/skirmisher.
+0 / -0

9 years ago
Im a bit worried if people have this much trouble with wolverine after the buff. Veh should be ravager scorcher and leveler focused with slashers as an option, that has dynamic gmeplay. Arty based armies do not.
+0 / -0
Maby Wolverine should become a mine mortar.Needs to be stacionary in order to fire but has longer range. This way lvs will still have a decent arty that can aim at things (not impaler) and make denial areas - minefields, but it will not render Wolverine OP.
Also current wolverine does not promote passive gameplay AUrankAdminSaktoth. It promotes a mobile wolverines on fight command one :F
+0 / -0

9 years ago
quote:
Also current wolverine does not promote passive gameplay

Something something you are drunk.
+1 / -0
Page of 4 (64 records)