My Players Are So Fierce – Handsome dog Frank-Chapter 2424 - 809: Battle of the Azure Wolf

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Chapter 2424: Chapter 809: Battle of the Azure Wolf

Hog and his Grey Wolf Army have already crossed most of the Dark Mountain Range and entered the territory of the Broken Tooth Clan. The pitiful few thousand who set out have now swelled to a terrifying tens of thousands, snowballing in size.

Not only are they numerous, but they’re also of decent quality. Recently, they’ve fought a few battles against the vassals of the Broken Tooth Clan and actually won.

This is enough to prove the intrinsic value of the Werewolf Players.

In terms of combat power alone, this is already quite an impressive force in the Dark Mountain Range. If Hog were willing to give up his grand ideal of "saving the country and the people" and become a warlord on the spot, his current power already has the foundation to establish an Elder Clan.

But this also brings up another problem.

How does the Grey Wolf Army, which has fewer than 200 people, command such a large army?

Could it be that every Werewolf Player is a military genius of unparalleled caliber?

Of course not. The way players command the Werewolves in battle is simple... they don’t command them at all!

They set a very specific goal and then straightforwardly leave the battle to the war instincts of the Werewolves. Each player chieftain only needs to handle general strategy and logistics, leaving the rest to the generals they elect.

The Werewolves have fought four Black Disasters; their current battle mode is honed to perfection. It may seem savage, but it’s the most suitable strategy for their level of civilization.

The players have no intention of changing this system, at least not at this stage they don’t plan to introduce "otherworldly tactics."

The reason the Werewolves of the Grey Wolf Army are so fierce probably has to do with how generous the players are when they act as chieftains.

These guys don’t even keep the spoils of victory!

All the loot is distributed among their soldiers, and they are very precise about the "rewards and punishments" system.

As the leading figure of the Grey Wolf Army, the Wild Wolf under the Moon has specifically created a set of "military laws" for rewards and punishments, essentially modifying the system pioneered by Old Qin’s warriors who fight joyfully.

He even established a thirteen-level military rank and a system of awarding honorary titles. Jackalman Generals can earn more manpower and resources through military achievements. Wise Wolf promises future lands will be awarded to generals based on merit, and ordinary Werewolves can rise through this well-defined war system.

This changes the previously vague classification within the Werewolf civilization, with military affairs and logistics completely separated.

Apart from those mediocre, game-loving guys occasionally taking the field to practice, most Werewolf Players keep all their clan’s logistical resources firmly in hand, not allowing front-line generals to meddle.

This ensures that the Big Head Soldiers are obedient because no matter how fierce a Werewolf is, it can’t fight on an empty stomach, right? Currently, all the cooks in the Grey Wolf Army are directly managed by the Wise Wolf. Some truths are universal; dare to offend those who feed you, and you can live comfortably only if the cooks lose!

In short, the players’ strategy is to focus on operations!

All warfare is left to the indigenous Werewolves to handle, while they focus on maintaining clan operations from the rear.

What’s that saying?

Learn the brother’s operations, and the rest is let your barbarian Werewolf soldiers close their eyes and F2A to win!

The players’ advantages in mathematics and management make them more suitable than Werewolves for logistical officer roles, and well-handled logistics ensure that brave Werewolves don’t need to worry about the rear, just charge forward on the battlefield.

Moreover, the female Werewolves, usually excluded from war, are well utilized by the players.

They form a camp-guarding army commanded directly by the chieftains. Although the female Werewolves are inferior in size and strength to the males, they still possess the Werewolf’s physical prowess, and in critical moments, they can unleash no less fighting power to protect their young.

Some of the smart ones in the Grey Wolf Army even learned from the Ming Dynasty Peasants Army’s methods.

They positioned the families of the Werewolves near the rear camps, thus adding a sense of responsibility to protect their families alongside victory in battle for the front-line Werewolves.

These factors simply combined to allow the Grey Wolf Army to "transform" instantly. Although still a bit behind Huggesen’s elite army, bullying ordinary clans completely counts as a dimensional crushing attack.

This "root-seeking journey" has honed the Werewolf Players’ mastery in this area. To this day, their individual prowess might not surpass high-level players, but their practical operation skills are definitely a cut above other races’ players.

What’s more commendable is that the Grey Wolf Army is truly united.

The Werewolf Players are few in number, and from the moment they entered the game, they were assigned to participate in the "root-seeking journey" plot. Almost all they saw along the way were enemies, forcing them to unite as one to complete this "Odyssey" under Hog’s leadership.