cavalry - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Page 1 of 3 123 LastLast
Results 1 to 10 of 24

Thread: cavalry

  1. #1
    Senior Member vulcan raven's Avatar
    Join Date
    Dec 2004
    Age
    11
    Posts
    290
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    6 (x1)

    cavalry

    looking through here i see no mention of the WE cavalry. i was wondering what peoples thoughts were on them and possible uses etc etc. also are they worth it?

    Ok fellows we have a difficult task, so we have to be more deadly than everyday.
    Make mistakes and confuse the enemy - The Doctor
    Tactics are nice but it is violence that wins the day.

  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Member
    Join Date
    Mar 2005
    Age
    25
    Posts
    172
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    4 (x1)

    I'll just give a little run down on what I think about the wood elves cavalry ...

    Wild Riders: They are pretty vulnerabull to enemy shooting. But are I think, primarily fast counterchargers and are pretty good at what they do. They are a bit pricey though, I personally would rather buy some wardancers that do the same thing with more flexability and more numbers. But they do get the attacks from the horses and have higher strength and Leadership. And have the fast movement so they can strike were you need help the most.

    Glade Riders: These guys are good harassers that shoot arrows while striding on horse-back. And can march block or if desperate you can charge them into the rear or flank of the enemy.

  4. #3
    LO Zealot Bruiser117's Avatar
    Join Date
    Feb 2005
    Posts
    1,238
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    9 (x3)

    Basically the only things GR have over the wildriders is that they can shoot a crappy longbow (not an elven bow, a normal longbow for some retarded reason), and can retreat as a reaction.

    What wild riders have over glade riders is (takes a deep breath) +1 s, immune to psychology, 5+ ward save, and a 6+ ward save if the first is ignored, +1 attack on turns after the first turn of charging, cause fear on the charge, same speed. They don't have the crappy long bows. *catches breath*

    And the wild riders only cost 2 more points than the gr.

  5. #4
    /botnobot/ DavidWC09's Avatar
    Join Date
    Nov 2004
    Location
    Wayward, Texas
    Posts
    12,489
    Mentioned
    2 Post(s)
    Tagged
    1 Thread(s)

    Reputation
    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    1283 (x8)

    In my brief experience with both, both cavalry units are soft targets for enemy missile fire. They need protection until they can get into combat or behind lines.

  6. #5
    Senior Member vulcan raven's Avatar
    Join Date
    Dec 2004
    Age
    11
    Posts
    290
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    6 (x1)

    just another question. with the gg bows do the glade riders get the bonus s4 shot at short range because they are GLADE riders? or do they not benefit from this rule
    Ok fellows we have a difficult task, so we have to be more deadly than everyday.
    Make mistakes and confuse the enemy - The Doctor
    Tactics are nice but it is violence that wins the day.

  7. #6
    /botnobot/ DavidWC09's Avatar
    Join Date
    Nov 2004
    Location
    Wayward, Texas
    Posts
    12,489
    Mentioned
    2 Post(s)
    Tagged
    1 Thread(s)

    Reputation
    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    1283 (x8)

    No, only units that have listed in their entry "Glade Guard Longbows" get the bonus. Just like GG scouts don't get the bonus, neither do GR. It would be a bit much. Move 18" and fire at Str 4.

  8. #7
    LO Zealot Bruiser117's Avatar
    Join Date
    Feb 2005
    Posts
    1,238
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    9 (x3)

    'Tis a shame, however. It doesn't make sense that the bows don't work like that for the rest of the army, even with the codex's lame excuse; "The longbows carried by the Glade Guard are more powerful than those carried by other warriors in the Wood Elf army, such as Scouts or Waywatchers."

    "Hey boss."

    "Yes?"

    "How come the Glade Guard get better bows than us."

    "Erm... because it would be slightly over powered."

    "What!?"

  9. #8
    Member
    Join Date
    Jun 2005
    Posts
    37
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    3 (x1)

    What wild riders have over glade riders is (takes a deep breath) +1 s, immune to psychology, 5+ ward save, and a 6+ ward save if the first is ignored, +1 attack on turns after the first turn of charging, cause fear on the charge, same speed. They don't have the crappy long bows. *catches breath*

    And the wild riders only cost 2 more points than the gr.
    yah but being immune to psychology means you cant flee as a charge reaction....

    Therefore Glade Riders have the job of baiting enemies(extremely useful at times)

    So basically Wild Riders have the job of Flanking units and possibly marchblocking while Glade Riders marchblock, bait enemies, harass enemies with a couple shots(5 shots killed 3 dark Riders i think once), and Flank charges if necesary.

    So while wild riders pack more of a punch...Glade Riders are more tactically flexible.

    EDIT: also whats fear going to do if you dont outnumber the enemy...and since Wild Riders are Fast Cavalry it would be unadvisable to put them with ranks considering they cant have any...and its only if you still have your musician that they cause Fear
    Last edited by Dori; August 29th, 2005 at 16:56.

  10. #9
    Son of LO Wolf_Pack's Avatar
    Join Date
    Sep 2004
    Location
    Montreal, Canada
    Age
    29
    Posts
    4,630
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputation
    150 (x8)

    Think again a unit of 10 Wild Riders can autobreaking mostly anything on the charge with US 20

    Screening with dryads is your best bet.

    As to ''the glade guard bow rule is stupid, why.... etc'' Well here's a logical reason:

    The glade guard are a rank and file unit, are steady and so can take thier time to loose the arrow, taking better aim etc.

    Scouts are skirmishers, units desighned to always be on the move, and rely on speed. They loose thier arrows and keep moving not getting that extra time to use the full potential of the WE bow. The same applyes to the glade guard, ridign horseback at full speed.
    Best Regards,
    Wolf_Pack

  11. #10
    LO Zealot Bruiser117's Avatar
    Join Date
    Feb 2005
    Posts
    1,238
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    9 (x3)

    Quote Originally Posted by Wolf_Pack
    Think again a unit of 10 Wild Riders can autobreaking mostly anything on the charge with US 20

    Screening with dryads is your best bet.

    As to ''the glade guard bow rule is stupid, why.... etc'' Well here's a logical reason:

    The glade guard are a rank and file unit, are steady and so can take thier time to loose the arrow, taking better aim etc.

    Scouts are skirmishers, units desighned to always be on the move, and rely on speed. They loose thier arrows and keep moving not getting that extra time to use the full potential of the WE bow. The same applyes to the glade guard, ridign horseback at full speed.
    Thats your view on how the bows work, the books excuse is different, thus why I beef with GW.

+ Reply to Thread
Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts