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!
Hi all, it's me again, that guy that asks a million questions. As an update, I've been reading slowly through the WFB rulebook, and am picking up a WE army book tomorrow. Still not 100% decided between WE and Empire, but am strongly leaning towards WE just because of the coolness factor. (I am the most indecisive person I know :cry
Anyway, I've heard some suggestions that Wild Riders are pretty nasty. Lots of people speak highly of them. But I can't really understand what makes them so impressive. They're S5 on the charge by the looks of things, and have good Weapon Skill, so i get that they'll hit as much as anyone can expect to, and wound a decent amount of the time. But then it seems to stop there. If you had 6, you could expect 4 hits and say 3 wounds against light infantry. So 3 kills. Is that standard fare for charging cavalry? And then, if you get unlucky and your combined charge doesn't break them, they're standing there with low T and lightly armoured. Don't get me wrong, I understand that they could be reasonably USEFUL, but they don't seem like they should be rated as nasty or scary. A Treeman, THAT'S scary...
Well, they are light cav so they have all the wonderfulness that goes with that. True, they have low toughness but they do get 5+ armor and 5+ ward. That is decent, not to mention that S5 on the charge is the same as a treekin. This with an 18 in charge range makes them a pretty cool unit. They also cause fear on the charge.
Armies: Wood Elves, High Elves
Warbands Campaign 07: 1st
San Antonio Alamo GT
I dont think you are thinking about wildriders as they should be used. I personally dont use them, but nothing in the WE army is really built to charge the front of a large block of troops(there are exceptions). As said previously they are light cav with a armor and a ward save. Charging the flank is more the WE way and where most of our guys skirmish and only get +1 for CR and the enemy is left with their 3 ranks wildriders can be used to get the flank and take away ranks. Another thing to remember is you dont only have to charge with one unit one in the flank and one in the front is great. for example wild riders in the flank and dryads in the front. They may not sound as scary as you want but when used properly they can be just as powerful as any unit
Don't get me wrong, I wasn't expecting them to be all-powerful engines of destruction. If I wanted that, I'd go play Chaos or Bretonnians or something. I was just curious because I'd gotten the impression from others that they were really dangerous.
To sum up:
- Strong charge
- Fear-causing charge
- Multi-layered protection (5+ limited ward/6+ true ward/5+ armor)
- Immune to Psychology
- Magic Resistance
- Magic attacks
All of this on fast cav gets to be pretty nasty. The standard points about Wood Elf units and not making solo-charges or charging the front of ranked-up troops have been made and are very applicable. What makes Wild Riders so nasty is that they have a lot of power to bring on a charge (and even in subsequent rounds, but the charge is their shining moment), and they've got the speed and maneuverability of fast cav with which to bring it. True, most other armies have their elite, heavy cav that will tear Wild Riders down 1-on-1, but Wild Riders can run circles around Knights of the Inner Circle, Questing Knights, Dragon Princes, etc., hit them from the flank or rear, and hit them very hard.
Like with most of the Wood Elf army, what makes it scary isn't the stat line or special abilities alone - it all comes down to maneuverability.
the guys have nailed it fairly well.
In the WE army, no unit should charge in unsupported and Wildriders are one of the few that can negate the rank bonus of enemy units.
I have found that giving a unit of six Wild Riders with full command the War Banner really makes them menacing. That +1 the War Banner gives them gives them that extra oomph that usually means a win in the enemy's flank. I really see they're only downfall as not being able to flee from something that jumps out and surprises them because they are ItP.
i put a noble in my WR with HoDA, they never get charged for me to stand and shoot (but its there if they do) since they are never able to charge off in first turn i move and fire it off and then next round im in combat, the noble gives additional attacks so they hit harder on a charge, and if there is a second round of combat the +1 attack rule helps a lot.
Everyone's already said it, but I can't help but chime in.
First, the models are beyond awesome. Second, they kick arse in combat. Third, you can attack fantastic characters.
Also, you can bodyguard a Glamourweave Spellsinger on a Unicorn with them, which is just kind of fun.
maraschino, don't WR characters lose their bows? And you can't join non-forest spirit heroes to the unit. Or is someone going to prove me wrong because I'm too lazy to open my rulebook?
wildrider chars don't lose their bows like wardancerones do.