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So I finally played a serious game, and against Undead too.
Wildriders and Wardancers are our trump card. If an army don't got them, we are weaken quite a bit. I can't image not having at least one unit of Wardancers or less than two units of Wildriders. Dryads are also a need, they can shred units if they get the charge. Glade Guard are a staple of course.
Glade Riders and Waywatchers just don't seem to be point effective.
I believe Wildriders work best in groups of 10 in my opinion as well as Wardancer. Throwing in a well equipped hero with either group is a good boost. The Altered One on a hero isn't bad but it seems wasted on a Lord which seems better off in either wildriders or dancers, tricked-out right. Dryads, I tried units of 8, 10, and 12, I don't think it cuts it cause out numbering has hurt several times, so I am thinking 14 or 16 for these gals. As for GG, nothing bigger than 10.
Loren bow is very nice. I think Rymer's Harp would be a boost to dancers.
Concluding... so I play against Sylvania, which was very annoying, dealing with +4 undead. I looked at Orion he seems more and more worth it after 2000 points game wise. That bow is nice, crush so many people with that. Then the other perks like testing to cause panic and the extra dispel dice. God knows i didnt have enough dice vs undead.
I would like comments on what I've thought about, good or bad. Please add. Thanks everyone.
everytime I've taken glade riders they seem to not really do anything. They are kinda worthless it seems for charging and 5 shots at str 3 has never yielded a wound for me.
As for dryads, WE will almost always be out numbered -unless it is a major gang bang of an attack- and that is only on combat res.
I'm hoping to get some wild riders soon, i've never used them but they look like a great unit. The rhymer's harp, IMO, seems a wast on a unit of wardancers. They already have a 6+ ward save so 75pts to boost that to a 5+ ward save? And since they are skirmishers already, doen't that mean they can move over difficult terrain without penalty anyway?
I'd be tempted to agree with Trodi regarding the rhymer's harp for wardancers - they're already pretty well protected. You've got your 6 up ward, magic resistance, and the usual skirmishing bonuses until you get to combat. Once you charge (you did get the charge, right?), you'll usually annihilate the first rank of anything you're up against, giving you the chance to swich to the prancy dance of 4 up ward when they hit back. 75 points seems like a lot of points to get a slightly better ward save.
I'm wondering why you think wild riders should be run in units of 10. If I'm putting my great stag with them, I'll put in 8 just to give my stag hero a little extra protection. If he's skipping the game, I'll usually run 6 or 7 - in most cases I find that this leaves about 5 of them still alive for the charge.
The same goes for wardancers. I usually take them in units of 7 or 8 with a noble attached. Unless I'm looking at a tasty lance flank (24 st4 and 5 st5 attacks into a lance flank is just... beautiful... they should have sent a poet) I'm usually looking at 7 max wardancers in combat. Everybody else just gets stuck in the back rank.
I've only ever seen dryads autobreak once - 12 of them were up against a unit of 30 dwarves. The only reason I survived long enough to autobreak was because of ariel's blessing.
My favorite experience with glade riders was against an army of orcs - 6 glade riders sniped down 5 spider riders, went on to kill a goblin shaman with bows (my opponent forgot fast cav could shoot 360), and then flank charge into a unit of black orcs (wardancers to the front, warhawks to the rear), and overrun into another unit of orcs, killing enough of them to prevent any attacks back. I think they can be very useful - they're good at being whatever they need to be wherever your enemy least expects them.
Last edited by Cyric the Mad; April 6th, 2007 at 18:16. Reason: Typo
Trodi and ...got Rending?: I'm not a WE expert, but I think you are thinking about glade riders the wrong way. They are not supposed to decimate tough units either through shooting or CC kills. They are fast cav, right? They are supposed to march-block, flee from charges, and generally disrupt your opponent's movement phase, and to charge/shoot enemy units trying to do the same. Once your real CC units get in close combat, they can come waltzing in and hit them with a flank charge, which their superior movement should allow them to do without difficulty.
misanthrope09's story is a great example: the glade riders destroyed enemy fast-cav, a stray hero, and then FLANKED two enemy units. They are great units and devastating if used properly, but they are wasted in frontal charges.
Hope that is helpful and not preachy...
I used the Wildriders in units of 10 for the rank bonus, which actually helped once or twice. Gladeriders is suppose could be useful in that sense but I need to see them in action before I agree. I guess the harp isn't worth it, I just wished that they had more protection. I used unit of ten to fall back on, if they fail to annihilate the enemy's front rank. I think more is better, then again I'll check the points and statistics and see.
Wild Riders are fast cav; they don't get a rank bonus. I can see your logic behind 10 wardancers, but I guess I'm usually too busy trying to squeeze points into other areas.
You should give glade riders a chance at some point though. They might surprise you.
Last edited by Cyric the Mad; April 6th, 2007 at 19:53.
Glade Riders are an excellent unit I don't understand why people complain about them so much. These guys have 18" max movement, can bait charges, hold table quarters, get a flank charge to help out another unit, and they can shoot. These guys always pay for themselves in the games where I use them. They will always have a place in my army list(s), ALWAYS!!! People should give these guys a shot! Also I have found that they usually do better in units of 6.
If anybody disagrees with me Chuck Norris will roundhouse kick you in the face.....not really. But wouldn't it be cool?
Churchic you are probably right about glade riders. The first few small encounters I took them, I definitely used them wrong. However in a few large games I have used to to do some help in a counter charge and getting around the enemy. I havent had luck with their shooting but i have had 5 scouts which is the equivalent in shooting do some nice stuff for me. (can fast cav still shoot 360 even if they moved their full distance though? and they can still be march blocked right?)
Unless charging, a unit of fast cav can pretty much do anything as long as no model moves more than twice its MA. So yeah, glade riders can move 18" and still shoot 360 (normal LOS applies, of course, so if you try to shoot directly to one side of you, only one model can shoot). And yes, they can still be march blocked.
That makes sense. But does that mean that for example scouts can move their full 10 in and still shoot? They seem to fit in the same category as fast cav for this...(sorry don't have my rule book with me, it is back in my dorm, and I had to go home for easter lol)
sorry if this is a little off topic:cry: