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I have decided to run glade riders in a new list. I have never used calvary, not very fond of them, but i figured i should try them out. I have just 5 with a musician and i wanted to know some of the tactics that yall use in your armies.
Last edited by KuititsuRami; June 5th, 2007 at 06:01.
"What but thought deepens life, and seperates us from cow or cat?"
That is a good unit size.
Remember that they are fragile so if facing a heavy shooting army you will want to hide them at the beginning of the game.
Their best use is to approach the enemy and then flee from the subsequent charge. You can direct where the chargers will move by aligning the riders properly. This is particularly useful for luring your enemy into your free forest where the unit will be bogged down for a few turns and vulnerable to tree singing.
In the following turn they will rally on a 9 and you can move and shoot with them as normal in order to do it again.
Wild riders would be better in all respects except that they cannot flee from a charge.
Remember that they also deny rank bonus on a flank and so can be a great threat.
I wouldn't bother trying to lure units into forests. It's too obvious a trap, and your opponent will most likely see it coming a mile off.
Charge baiting is generally a good use for Glade Riders, but equally you could use them to run round the flanks, harass with bow fire, march block etc etc. They should be able to deal with war machine crews fairly easily too.
You shouldn't be using them as a combat unit. That's what Wild Riders are for.
It has yet to be proven that intelligence has any survival value. - Arthur C. Clarke (1917 - 2008)
If you plant the riders in a forest in the middle of the table then he has a choice: He can either charge them or have his army march blocked and threatened with a flank charge.I wouldn't bother trying to lure units into forests. It's too obvious a trap, and your opponent will most likely see it coming a mile off.
Its no different than any other lure, just more effective.
Both points are valid - GS is right that savvy opponents recognize the bait for what it is and will avoid it. Sometimes, however, you can position them so the enemy has no choice to respond to it. This response isn't always one of the two options listed, however - sometimes your glade riders just find themselves the victims of missile fire.
Back to the question at hand, I love glade riders. They are a very effective unit as long as you remember that they are fast cav and play to their strengths. They cannot stand up to many units in single combat, and won't last long under sustained missile fire, but for charge-baiting, flanking, and lone character-hunting, they can be tough to beat.
One trick I've found to using them effectively is to watch how your opponent reacts to their movement carefully - if you understand how much of a threat your enemy perceives them to be, then it becomes easier to use them well.
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.
Also they are very fast. I haven't tried this yet but play to try it out.
They all have bows and are fast cavilry. I plan to try to dance round a unit with there 9" movement (because they can move and only take the model that moves the furthest's movement) moving round 1 side at a time providing they aren't a huge unit. Then fire the longbows into the unit every turn.
I think this will work best against a unit with little or no armor and a low T (this is good against goblins an other Elvern units). they wheel to face you but canot charge because with the wheel they don't have enough movement. Then you move and shoot again. If the unit tries to run from the Glade Rider trap they will have a job outruuing them and will be lower in numbers that they started with.
It won't actually work so well.I think this will work best against a unit with little or no armor and a low T (this is good against goblins an other Elvern units). they wheel to face you but canot charge because with the wheel they don't have enough movement. Then you move and shoot again. If the unit tries to run from the Glade Rider trap they will have a job outruuing them and will be lower in numbers that they started with.
Blocks of troops tend to stick together and the opponent will have their own fast cav or skirmishers to protect the flanks.
This tactic would be better for march blocking than dealing wounds. 5 Glade Riders will only do 1.67 wounds to a T3 target with no AS.
Perhaps this is what DotR meant, in which case my apologies.
FYI- I'm really more interested in DE Dark Riders than in Glade Riders, but the basic principles of the charge-bait remain the same.
Last edited by kooshlord; June 5th, 2007 at 18:41.
Arena of Death Champion: Nexim of the Guldskullz Tribe. Fear my wrath!
Yes, you do have to flee directly away from the charging unit. I think he meant to finish their move with their back to the trees so that, when charged, they flee through the woods.
I haven't found many opponents willing to take this bait, however. Most of my opponents would rather face the possibility of a flank charge than to lose a unit for a turn or more while they maneuver through woods. Other than that, most of my opponents are at least a little savvy about playing against WE and know that there are larger dangers in the woods than decreased movement. Most times, their chances of surviving the flank charge are better than surviving the effects of being stuck in the woods and treesinging.
Still, no harm in forcing them to make the choice. I'll never turn down a tasty flank charge.
Yes sorry that was worded poorly.
You will flee directly away from the chargers but the chargers will also move towards you. The enemy unit moves directly towards the charged unit as though it was a successful charge although it stops once it has gone its full movement.
Of course you have to be careful not to run off the board but you can mess up the enemy lines.