Fast Cav and Alters
Moderator: Council of Elders
Fast Cav and Alters
So my armylist in progress have 3 units of GR and 1 of WR, so 20 fast cav units. However it was pointed out to me at the local games store that a battlefield might not be big enough to use that much fast calvary effectivly. I thought this was crap, cause at the very least I can use most of them for baiting/marchblocking as opposed to whipping around the flanks for some back/rear charges and warmachine/mage hunting.
PLEASE someone tell me I'm right!?!?
Also been toying around with the idea of 2 Alters. But not sure how to arm them up. I've been going with the GW, HotH, HoD etc combo. So should I split that up and maybe add briarsheath (which seems to be a popular choice) or a sprite like annoyance or Pagent?
Thanks in advance
PLEASE someone tell me I'm right!?!?
Also been toying around with the idea of 2 Alters. But not sure how to arm them up. I've been going with the GW, HotH, HoD etc combo. So should I split that up and maybe add briarsheath (which seems to be a popular choice) or a sprite like annoyance or Pagent?
Thanks in advance
Actions speak louder than words, especially if you have a giant moon laser.
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- Willow Warrior of Wascana
- Posts: 1832
- Joined: 05 Apr 2006, 04:56
- Armies I play: Dark Elves and Skaven
- Location: Wild Riderville
Well the good thing about Fc is that the units can reform as many times during a move. This makes them one of the most flexible units in the game and allows to them to get setup rather quickly and effeciently for a flank charge or sniping spot.
4 units isn't a bad idea at all. I would only use 3 for a 2k battle. You do not want to invest too many points in them as they cannot break infantry units by themeselves most often...and using them in combi charges is a rather "obvious tactic" that will get shot down time and time again....in other words your opponent will see that one coming...I guess you have to ask youself if you really want to spend 27% of your points on Fast Calvary......
I personally do not like to take more than one of any kind of unit in any Warhammer Army...unless I am following a strict and focussed theme ala my Orions Wild Hunt Force....
It is really up to what you are comfortable with....experiment withaa couple units of FC and get to learn how to use them....then take it froim there.....
4 units isn't a bad idea at all. I would only use 3 for a 2k battle. You do not want to invest too many points in them as they cannot break infantry units by themeselves most often...and using them in combi charges is a rather "obvious tactic" that will get shot down time and time again....in other words your opponent will see that one coming...I guess you have to ask youself if you really want to spend 27% of your points on Fast Calvary......
I personally do not like to take more than one of any kind of unit in any Warhammer Army...unless I am following a strict and focussed theme ala my Orions Wild Hunt Force....
It is really up to what you are comfortable with....experiment withaa couple units of FC and get to learn how to use them....then take it froim there.....
I've heard that a lot from people, that the battlefield isn't big enough, but thats not strictly true. What they mean is, its not big enough to line em all up and race across the board in the first turn. 4 units of fast cav wont be an issue if you learn to hold them back and send them off when/where you most need them
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- Bladesinger
- Posts: 880
- Joined: 19 Feb 2006, 15:30
If I wanted to run 2 Alter's I'd run 2 teams of the following:
Alter
Glade Riders
Wild Riders
I have used this combo and find it to be really good. The GR bait and flee whilst the Alter and WR are manoevrable enough to charge at the same time. He really helps out as the WR can sometimes fluff it! WR to the front and Alter to the side can work wonders.
Alter
Glade Riders
Wild Riders
I have used this combo and find it to be really good. The GR bait and flee whilst the Alter and WR are manoevrable enough to charge at the same time. He really helps out as the WR can sometimes fluff it! WR to the front and Alter to the side can work wonders.
- Tethlis
- Shadow Sentinel
- Posts: 3884
- Joined: 05 Jun 2006, 19:43
- Armies I play: Wood Elves, High Elves, Dark Elves, Ogres.
- Location: Santa Barbara, California
Games Workshop stores are ridiculous in terms of the tables they offer. Many stores, though they feature beautiful game tables, only have 4 x 4 instead of a proper 4 x 6 table for 2000 point games. I don't know what size you're playing on, but I certainly think that fast cavalry have a place on any table size.
Thanks for all the input, definitly gonna make some changes form what I've seen here. Prolly switching to 2 wild rider units and a single glade rider unit (instead of 3 GR and 1 WR).
Not sure about table sizes here, but I agree that Fas cav should be able to go with any game.
Still torn between a Wardancer noble and another Alter, since I really liked the combo mentioned with GR, WR and an Alter. but I like the re rollable KB that having a wardancer noble with blades of loec gives ya.
Not sure about table sizes here, but I agree that Fas cav should be able to go with any game.
Still torn between a Wardancer noble and another Alter, since I really liked the combo mentioned with GR, WR and an Alter. but I like the re rollable KB that having a wardancer noble with blades of loec gives ya.
Actions speak louder than words, especially if you have a giant moon laser.
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- Willow Warrior of Wascana
- Posts: 1832
- Joined: 05 Apr 2006, 04:56
- Armies I play: Dark Elves and Skaven
- Location: Wild Riderville
Some fluff crazies will say to take either or....if you are gonna run a CC orientated Wild Hunt type list just take Wild Riders...if you are gonna take a shooty woody defense type list then just take Glade Riders....you can support either with a unit of Warhawks instead of taking both kinds of Fast Calvary..
I myself take 3 units of WR with a unit of Warhawks...
or
3 Units of Glade Riders with a unit of Warhawks....
I find that the focus on a certain strategy makes them more effecient....
I myself take 3 units of WR with a unit of Warhawks...
or
3 Units of Glade Riders with a unit of Warhawks....
I find that the focus on a certain strategy makes them more effecient....
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- Bladesinger
- Posts: 625
- Joined: 28 Oct 2005, 10:13
- Location: Melbourne Australia
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I usually take 1 GR 1 WH and 2 WR units, that gives me 4 fast flexible units with 2 being hitty and 2 shooty.
I tend to run two squads of GR and one WR unit. The glade riders just tend to fit my style of play more. Also they are a little more forgiving of mistakes then WR, If you leave a unit of WR vunerable they are going to take a lot of damage, whereas gladeriders can at least flee if worst comes to worst.
Last time I played I tried a army with about 13 units.
Let me say this, this are to many units you can't fit them correctly on the field (trust me I tried).
I played with 2 GR + 2 Wild rider + warhawk +eagle etc.
I found that the flank become to crowded and loses it effectivenes.
I will now drop the Wild rider unit and put a big unit of treekin in it.
still it depends on you deployment zone and the battlefield. I personally don't think it's worth annymore to include this much fast cav.
Let me say this, this are to many units you can't fit them correctly on the field (trust me I tried).
I played with 2 GR + 2 Wild rider + warhawk +eagle etc.
I found that the flank become to crowded and loses it effectivenes.
I will now drop the Wild rider unit and put a big unit of treekin in it.
still it depends on you deployment zone and the battlefield. I personally don't think it's worth annymore to include this much fast cav.
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- Bladesinger
- Posts: 625
- Joined: 28 Oct 2005, 10:13
- Location: Melbourne Australia
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I use the 2 WR units to do the flanking with and leave the GR and WH units to bait and harass.
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- Bladesinger
- Posts: 952
- Joined: 09 Sep 2005, 02:47
Personaly, i'd go with the 3 GR + 1 WR unit setup as opposed to the 2 GR + 2 WR setup. Or even just 3 fast cavalry units if the table is as small as you say (i.e. 4' by 4'). This is because not only does it save you points, but at 2K, i think that 4 fast cavalry units is a bit overdoing the flanking role, so if you take GR, they atleast can perform roles other than flanking (shooting, fleetraps) where as WR are almost completely limited to the flanking role.
I'd like to add that two units of 5 Glade Riders are very useful in 7th ed, given they can walk farther than most units can march and shoot after a flee'd charge reaction.
So I wouldn't take less GR than combined Wild R's and WarHawk R's unless it was Orions list, or a flying circus (in which case you're still likely theming around 'fast').
So I wouldn't take less GR than combined Wild R's and WarHawk R's unless it was Orions list, or a flying circus (in which case you're still likely theming around 'fast').
- Beithir Seun
- The Philosopher
- Posts: 17411
- Joined: 18 Apr 2006, 18:03
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- Location: Staffordshire, UK
all that fast cavalry would sure be interesting to play against!!
personally i take 2GR units both with musicians, and a unit of WR (usually 5 or 6) and it works pretty well for me
i dont have any trouble fitting them on the table so it shouldn't be a problem for you
personally i take 2GR units both with musicians, and a unit of WR (usually 5 or 6) and it works pretty well for me
i dont have any trouble fitting them on the table so it shouldn't be a problem for you
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