> It takes a full army of vampires to be effective against air though, while it only takes 5 or so wolverines, 10 tanks well managed vs 13 tanks poorly managed, means you can still manage uneffected with anti-air. Also, Arbiter still messes up vampires, which are frozen in place. One Volley from even 5 wolverines will take a zero star arbiter half health, and with your tanks around you can finish him off.
Yes, wolverines are better anti-air overall. However, it is a matter of who is designated to do what. First off, no, it does not take a full army of vampires to kill air. Vampires neutralize whatever they stasis, and in addition to this fire devastating needle rounds, which means that vamps can almost go 2 to 1. Not only that, but while it is true that the arbiter can rage down vamps, it is also true that the vamps can fly him off a cliff, whereas with wolverines one needs a stasis bomb for them to even have a chance at taking down the Arbiter. Also, the vampires can retreat from the Arbiter by flying away over impassible terrain, whereas once the wolverines get strung up by the Arbiter in rage mode, they will all die unless they are helped by tanks or an anti bomb. Wolverines would have to both accompany the tanks, and be at home to protect the bases, which means that it will take more than five. But the main reason is just like bb said, a full army of tanks will kill the wolverines, which would then open the player’s tanks to the air. This means that all the tanks have to do is target the wolverines, and then the army of air will come in and destroy the rest. Hunters would be more of a viable option if they were faster to produce, cheaper to upgrade, and targeted, moved around and teleported more efficiently. As it stands banshees and vamps are the better option.