Wildriders.

Share your tactical prowess and learn new ways of beating your foes with all the might of the Asrai.

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viggo3000
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Wildriders.

Post by viggo3000 »

I suspect that cheap wildrider units will be one of the powerchoices in the new armybook.
5 riders costs 130pts. They get 15 str 5 with AP on the charge. They will tear down chariots and single models. They can also finish of larger units. Also if you can combine charge with two units of wildriders <b>[censored]</b> will go down. I dont think that they will work in larger units. To manny points that can instant die to longbows. Frenzy is also a double edged sword, its not a big deal if you overuns with a 130pt unit into a bad spot.


And the stags look fantastic :-)
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Re: Wildriders.

Post by NonnoSte »

Probably it's the safest use, but a Wild bus is still an option.
12 with 3 characters could deliver a great punch and with all the fire power we have, I think we don't have to fear redirectors
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Tethlis
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Re: Wildriders.

Post by Tethlis »

They are also highly mobile with a 4+/6++ and access to free forests, so shooting them off the table right away won't be easy unless you park them in plain sight of enemy ranged units. Elves always want board control, so clearing enemy shooting early will let Wild Riders have free reign of the table.
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viggo3000
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Re: Wildriders.

Post by viggo3000 »

Yea but you have 800pt that has to overrun. You also have a front rank with expensive T3 characters with 3+ save.
The sisters are probably the best character escort.
gingersmali
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Re: Wildriders.

Post by gingersmali »

NonnoSte wrote:Probably it's the safest use, but a Wild bus is still an option.
12 with 3 characters could deliver a great punch and with all the fire power we have, I think we don't have to fear redirectors
another problem, as well as frenzy as someone else pointed out is its hard to make our character much better than wild riders, we can make them do more damage but then they will die just as easy, or we can go defensive and the won't do much more damage than the unit champ.

That said i think there is a use for large units (~8) as you can reform for optimum frontage. charging a hoard, go 10 wide.
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Re: Wildriders.

Post by Phil Rossiter »

I think you can do better than just 3+ AS. Plus Great Stags are T4 base!

If for example you have tooled-up Lord and BSB in there you can Make Way and hack up flank chargers with ASF. If static res is an issue you are Ld10 with a re-roll. The Riders themselves are lethal on the charge but S4 thereafter, characters bring the grind.
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Tethlis
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Re: Wildriders.

Post by Tethlis »

Armor of Silvered Steel is the best we can do, for 2+. Otherwise it is mounted + magical heavy armor + shield, or mounted + light armor + shield + magical helm, or mounted + light armor + enchanted shield. No way to hit a 2+ or better on multiple characters.
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Phil Rossiter
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Re: Wildriders.

Post by Phil Rossiter »

I'd consider one guy with Silvered Steel, another with a Ward.
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godswearhats
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Re: Wildriders.

Post by godswearhats »

viggo3000 wrote:They get 15 str 5 with AP on the charge.
Plus 10 S4 attacks from the mounts.
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gingersmali
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Re: Wildriders.

Post by gingersmali »

stags aren't great as you loose fast cav which is one of WW best rules. could work for a straight up yolo unit. but you'd likely get redirected.

Lords you can get okay defense for ~50 points 4++ & ES but that only leave you 50 points for a weapon, the only weapons i see as much better than a spear are the +3s sword and spirit sword and these are more expensive. Potion of strength is an option but its one use only.

Hero again 50 point can get you decent defense, but again you going to end up with a spear.

Characters with spears don't actually increase the damage output of the unit really at all. the points you spent on these character could get you a whole extra unit of WW.
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Rogue Sun
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Re: Wildriders.

Post by Rogue Sun »

Characters can increase the damage output of the unit significantly if you don't put emphasis on protection for them. This obviously counters everything we have ever been taught about character builds but seeing as how we can't protect our characters much anyway, it makes sense in my mind to build them for all out offense or don't use any at all. Personally, I think characters make for a more fun game, but others prefer only a wizard and BSB.

I think something like this could greatly increase the damage output of a Wild Rider unit:

Glade Lord
- Great Stag
- Light Armor
- Shield
- Sword of Bloodshed
- Helm of the Hunt
- Potion of Strength

It only gives a 3+ AS, but he is T4 and on the charge with the potion does 8 ASF S7 attacks. Plus his mount putting out between 4-6 S5 hits. Sure it's only for one turn, but who cares. You usually only need one crucial charge from a unit in the game to turn the tide. If you're concerned about getting more mileage out of him put Wyssyans on the unit and he still pumps out 8 S5 attacks on the charge.
MarkM
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Re: Wildriders.

Post by MarkM »

Why would you want to put a character in a fast cav unit that then looses fast cav status and get no look out sir to boot?
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Rogue Sun
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Re: Wildriders.

Post by Rogue Sun »

Cause I have the cool looking model. :P

Great stags are also a significant increase in offense too. It also boosts the T of our characters to 4 and can give our captains an extra wound.
UKlvrBM
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Re: Wildriders.

Post by UKlvrBM »

Rogue Sun wrote:Cause I have the cool looking model. :P

Great stags are also a significant increase in offense too. It also boosts the T of our characters to 4 and can give our captains an extra wound.
And they now have impact hits..... I will be running one in my army. I might run it on the outside edge of my WW and not really in the unit though.
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Re: Wildriders.

Post by MarkM »

Rogue Sun wrote:Cause I have the cool looking model. :P
That is the ONLY good reason to include one IMO.

WR are awesome and will do a great job without character support. If you want to run a complete glass hammer Lord for the fun of it, great. Converted model, nice paint job, on a Stag - fantastic.

But if you want a competitive tournament list a character on a stag doesn't fit; in fact a Lord who isn't a caster doesn't fit either. Our strengths are mobility, shooting and surgical strikes. WR play to 2 of these beautifully and for the cost of that Stag Lord I can have a second unit.

All we need is 2 characters: a L4 with lore of choice and a BSB. If you runs Sisters that's all you need. If you don't you might consider a L1/2. That leaves a lot of points for troops!
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Rogue Sun
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Re: Wildriders.

Post by Rogue Sun »

Eh, I've no interest in playing the most competitive thing I can get my hands on. GW doesn't write rules cleanly enough for me to treat the game that seriously. I'd rather build semi-competitive fluff lists with an emphasis on cool units/characters that do fun things on the board. Characters are fun.
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Re: Wildriders.

Post by MarkM »

Rogue,

no argument mate. For fun, modelling or fluff reasons run what floats your boat. I play many tournaments and play lists that suit me and are competitive. What I wrote is from that PoV. We're both right from our own perspectives :)
gingersmali
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Re: Wildriders.

Post by gingersmali »

also again for a power gaming point of view you don't get LoS rolls so unless you taking treeman/a dragon, he will can get cannoned pretty hard.
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