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So I've finished painting my GRs, and they turned out really well. So now I'm into using them on the battle field, but they die too easily. It's like all an enemy has to do is sneeze on them, and down they go.
So how do you folks use them and keep them alive and effective?
I'm anxious to use them alongside Wild Riders as I find two units of fast cav more effective than one.
I've actualy toned my wild riders down to the bare minimum and most of my opponents shoot at them and leave the riders alone.
But your right, they will die very quickly if shot at. Short of getting a Highborn with a Rhymers Harp there is no real way to boost their survivabilty apart from ensuring that your opponent has bigger fish to fry.
I have a WD Article with a Fast Cavalry Tactica. Here are the four points that were coveredL
The basic FC tactic, and one Glade and Dark RIders excel at. They place themselves right in the way of the enemy (ie, about 1" in front), and when the enemy declares a chagre, they flee. That results in one of the enemy units pulled out of position for anohter turn (as they now can't march). This tactic works against basically all infantry, though be careful against Elves and Skaven who move quicker.
Against other Cavalry, deploy them opposite the enemy Cavalry, around 24" away from them. After a strenous march, you should then be 6" away from them. The non-marching Cavalry must now move around them, or charge. If they charge, sit there and watch as your Glade Riders get destroyed. The enemy Cavalry should pursue (this is why it works against Frenzied trooops), thus making them vulnerable to a countercharge.
Not really applicable to Wood Elves as we don't have Siege machines. This is used to protect them.
Basically, they line up in a cleverly angled line and take the enemy charge. After their deaths, the enemy will now be so out of position that they'll need at least 2 turns to get into combat with teh Machine Crew. Thats 2 more shots with your War Machine. Nifty, eh?
Another basic tactic. Pretty much what this is, is gracefully moving around the enemy, threatening a flank charge, preventing marches, hitting them with arrows whilst they cant hit you back and just being a general nuisance. teh Imperial Pistoliers are great for this with no penalty for moving and firing, or for shooting at long range. This in addition to their S4 armour piercing shots. very nice. The Glade Riders aren't too bad either, being able to move and fire without penalty.
Many lone wizards or Artillery Crew have been spiked up by the spear thrust of Fast Cavalry, but their biggest strength comes in Combined Arms, which is tricky to master.
For the Dark Elves, they can deliver a Flank Charge for an Infantry vs Infantry battle. Giving the Outnumber bonus, negating ranks and giving a Flank Charge. A challenge of a Herald can intercept strikes that would go for a Noble on an Eagle. They're so fast, they can do this quite easily.
There, hows that? Let me know if there's something that you don't understand about them.
i think that you are basically out of luck if a unit does actually decide to shoot at them. I personally dont use them, but if i did i would deploy them along with your free forest as cover and then just run up as fast as you can to the other side. This doesnt work though against static armies like dwarves, but elves are naturally at a disadvantage with dwarves. I think that the 8 shots arent that useful, and the spears in close combat are a waste, because they dont have survivability. I like to give a task to a unit, and only let it do that task.When you get into multitasking, you start paying more points for weaker versions of their counterparts
"This sure ain't no pansy Eldar Armor, Son"
185th Cadian Armored Div.
"One Shot, One Kill"
Western Border Patrol of Athel Loren
Oddly, I like them for the exact reason you don't, the multitasking.
At the moment I am yet to be disappointed by them. Mostly because my opponents are too busy shooting at the treeman/treekin/dryads/wildriders.
My GR did win a game for me the other day, one against Zombie Pirates. Dryads charged the front of his general's unit while GR charged the flank. Without that flank attack, I wouldn't have won in three turns.
Of course, I'm not sure how big a deal winning against Zombie Pirates is.
I know what to do with them; it's just that they die so damned easily. Maybe I'm too impatient with them.
Ok, realistically I don't use Glade Riders in larger games. I only bring them to 1000 pts or less. I also only bring them against slow opponents with little shooting. My favorite is to bring them against Mortal Chaos Infantry. I will be honest that I am not the best user of light cavalry.
Due to the low armor saves I often will actually move them up slowly behing my normal troops so they can't be shot at. Then I shoot them out in an end around kinda move so they can flank them on the send turn.The other thing I do is bring them so far around the battle that nobody really goes after them. Even if they do I pull there troops out of the battle and make them worthless.
In our campaign, I use a 8-strong unit of wild riders joined by a noble on a great stag. In these games, I'll use the glade riders as a distraction and/or screen for my wild riders. In other cases, I use them as a mobile annoyance. Mostly I view them as sacrificial time-buyers who rush to the flank of an army - in this case my opponent will either A) ignore them, letting me use them for a support charge later, or send small units of archers or cheap troops to deal with them, which almost always leaves one of his larger units open for a multi-charge.
I, honestly, only started including a unit of 5 of them in my army after I finished painting them - so I understand your position, David. But I have found that they can be useful. More often than not, I end up playing against Brettonians, so they are usually run down quickly, or spend a lot of their time laying waste to trebuchet crews and peasant bowmen. I'd say I get my points out of them maybe 50% of the time. But they look cool. And that's really all that matters.