"United we stand, divided we fall - unless flanking of course."
Wolfpack may seem to be more of a dog pound full of strays than a
pedigree breeder - as many of us have left other orders to congeal
into one bastard child of Myth 2. We were only incorporated about two
months ago, and have collected nearly 35 strays in our evolution. We
seem to favor unranked scrimmages with unusual variant twists
(traitor, missle only lmoth, etc...) but we have gotten into rank now
that our Bob Fosse is starting to come together, and our record there
is consistently climbing. We have players in our order that live all
over the globe, so we have created an order that has enough players to
make a home for everyone - rergardless of timezones. Not unlike the
more successful orders in the anals of myth, we focus on grace and
fairness in play above all else - 'cept fun perhaps. We try maintain
a full pallette of strats and map preferences - and often plug into
waters well over our heads in order to learn through humility and
shame (hence mwc). We are tourney virgins to date...but feel
confident that we will survive through at least round two, so that we
can get backstage passes to the MWC. Along those lines..please be
sure you dont match us up agains sam2, civil, bmf, ID, ancrik, or torc
until we have already blown our load...thanks.
20 people have bet on Wolfpack to finish in the top ten teams of MWC99. (average place ranked from 1st - 10th: 6.2)
MWC99 Threat Assessment: A relatively new order, the Wolfpack are (in their own words)
tournament virgins. As their experience and coordination grows, they
may become more formidable opponents, but the first few rounds are
probably going to be a real trial by fire for them.
QR Week 1: The Wolfpack's first match against Extinction Agenda sees them take a narrow defeat despite having the numerical advantage. Coordination was sparse during this match, but the Wolfpack definitely show promise and have a good chance at making it through to the DE brackets if they practice. Threat rating upgraded from one to two trow.
QR Week 2: Some beautiful play at times from the Wolfpack, as they trap Edd's melee in tunnels in Game 2 and satchel-bomb their stygians to kingdom come in the first game. Unfortunately an unfamiliarity with the rules means that they forfeit all points from these two games, resulting in the match being declared a tie. Against the High Plains Driftas, Wolfpack show some good ideas but at times their implementation is a bit lacking. Still, it's good enough to earn them another win.
QR Week 3: More good ideas from the Wolfpack against the Harajuku Drinkers, they've just got to tighten up on those mistakes that almost cost them the match.
DE Round 1: Finally, it all seems to go right for the Wolfpack and they take the Nine Avatara to the cleaners, winning a Team of the Week award for themselves in the process. Threat rating upgraded to three trow.
DE Round 2: Wolfpack face the Madrigal Chamber of Commerce, and some hesitant strategies in Lichen FR spell doom for them; they aren't able to recover despite some nice work on the parched earth of the desert.
DE Round 4: The Wolfpack come up against the Companions, and although their strategies are down pat the execution just doesn't come through with the tactical brilliance that's needed to defeat a stalwart order like the Companions. With this second loss, Wolfpack exit stage centre from what has been a great first tournament performance.
|QR AVG PTS:||43.2|
|MATCHES:||7 - 4|
|GAMES:||20 - 16 (1 T)|
|POINTS:||528 - 399|
|KILLS:||1462 - 1057|
CAPT: 23 W/T/L: 11/1/11
CAPT: 8 W/T/L: 6/0/2
CAPT: 1 W/T/L: 0/0/1
CAPT: 1 W/T/L: 0/0/1
QR Pool: Thrall (Ranked 3rd)