I actually kinda like that the orcs have taunt. That way your units get forced to kill them first, so by the time the werewolves are low hp. You don't have to deal with armored orc damage on top of it. But honestly, the werewolves only felt really, really bad when I used Archers. It's just that with targeting being what it is, the difference between a wave where your units all target one werewolf (free win) and one where they go "let's be useless!" and perfectly spread their damage on, say all 3, is basically needing 3x the tank to live that. Which is a very big swing to have from RNG.
I'm not ever really sure how the targeting logic of the units work. It seems to be just attack closest, but then sometimes they stick to a target until it's dead. Regardless of proximity. I kind of wish it was just "pick closest -> stick to target until dead, unless taunted". It would feel a lot less prone to just getting got by RNGsus (and reward positioning more). But idk, maybe it would make it too deterministic? That just feels like what a unit would *actually* do. Back when I played TFT somewhat seriously, winning by correct placement was just a very rewarding aspect of the game. I feel like that's somewhat missing here. Could just be skill issue that I haven't fully figured out how to utilize it yet though.
It would also be cool if units with armor shred would prefer targeting armored units and clerics with holy water would prefer high damage units. Maybe they do? But doesn't seem like it.