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 Post subject: Dark Riders
PostPosted: Tue Aug 11, 2009 10:24 am 
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Militiaman
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Have been looking at Dark Elves Post for a while and I love the way they handle things in the heat...

got army builder but not the book and wondered...

Dark Riders with Repeater Crossbows are they really that good?

I mean as i can understand, they are a fast cavelry unit so you can always make the flee move to pull your enemy out?

with light armor + mounted they still got a 5+ AS?

Have i understood the meaning of Repeater Crossbow?
it fires twice? and you can move AND shoot? still twice?

example... my 5 man unit Dark Riders March 18 " forward, get into range of a unit then can fire 10 bolts? and if charged able to flee? with a musician in unit the fleeing wont get you in a lot of trouble? and such a unit cost only 117? for a 5 man unit with Repeater Crossbows and a musician? :S am I completly wrong? or is this an amazing unit?

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PostPosted: Tue Aug 11, 2009 5:46 pm 
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Corporal
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Hi Nemesis,

Yes Dark Riders are a great unit. I don't even bother taking the musican. You can always double tap with your Repeater Crossbows. Even if you march move. Don't forget they are armour piercing as well. Your line of fire is 360. They are great for getting around enemy lines march blocking, and harassing vulnerable troops. Even flanking units that got out to far. But keep in mind they are just as vulnerable. It doesn't take much to make this unit disappear. You are still only toughness 3 with a 5+ armour save.


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 Post subject:
PostPosted: Tue Aug 11, 2009 8:36 pm 
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Militiaman
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I thought the Repeater Crossbows was a str. 3 weapon? and therefor isnt armor piercing?

yeah gonna love 360 shooting... but still was going through the Rulebook, lets say a unit of 5 Dark Riders Marched 18" and after that could reach a unit of Empire Spearmen 14" away....

move and shoot = -1 Penalty of hitting

so my first valve (5 bolts) will need 4+ to hit?
my second valve (5 bolts) gets additionel - 1 penalty so that makes it 5+

5 Bolts at 4+ and 5 bolts at/5+ in short range... just doesnt seem they can get any troops down?

and if the Repeater Crossbow is a str. 3 weapon then there isn't any Armor Piercing and still almost every unit will have atleast a 6+ AS ... havent played with Dark Riders yet but thought even on stats these guys will bring hell to enemy units close enough for their trigger to get pulled?

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PostPosted: Wed Aug 12, 2009 12:54 am 
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Corporal
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If you double tap then all your shots will be at -1 BS. Rules for the Repeater Crossbow are on page 44 for the Dark Elf Army book. You get Armour Piercing with them.


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PostPosted: Wed Aug 12, 2009 6:39 am 
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Militiaman
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So... that means if i move and multishot as I will almost every time with this unit, then i hit 5+.... 6+ if its long range...

thats only 2/10

do you take this unit for its blocking and luring abilities? and not for the shooting?

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PostPosted: Wed Aug 12, 2009 3:46 pm 
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Corporal
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Location: Albuquerque, New Mexico
I use them for marching blocking and as a distraction from my main force. Most experienced generals know not to fall for the lure. But it is good to try and pull frenzied, or ball and chain fanatics out from the rest of there army. That alone can cause problems for them. The shooting potential Dark Riders have is an added bonus. But I don't count on it for reliable damage. I use it to thin out weak units, or trying to take out the lone caster hiding behind units.

Sometimes I use them to charge a flank assisting one of my main units to deny rank bonus. Don't forget each Dark Rider is unit Str 2. So all you need is 3 of them in a charge to deny rank bonus.


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PostPosted: Wed Aug 12, 2009 7:31 pm 
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Militiaman
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i see, agree with the rear or flank charging, and ofc trailing of a frenzied unit, but for more versaile opponents... as a hiding wizard at his deployment zone, archers or even warmachines... wouldnt shades be a better choice? know Raiders are faster but with shades you can start at there lines, and quickly mess his starting turns up?

they are ranged... skirmishers so not easy to shoot down either, and maybe throw and hidden assasin inside it for when a unit gets to you so you aint handing them free points, but 2x5 shades with prober starting positions will easily take out multiple warmachines. a hero magician, or a unit of ranged foes?

is the choice between one of them or is both a very much needed unit?

why im asking is: wanted to start a 500 pts. Dark Elves and then advance.

here is my starting list (build from armybuilder dont got book yet)

5 Dark Riders /w Repeater Crossbow, Musician = 92
5 Dark Riders /w Repeater Crossbow, Musician = 92
5 Shades = 80

then i cant make up my mind, either option 1 or 2 + the list shown above.

(1)(Sorceress lvl 2 Wizard = 135)
(1)(1 Reaper Bolt Thrower = 100)
(2)(5 Shades = 80)
(2)(Master, Dark Steed, Crimson Death, Armor of Darkness, Repeater Crossbow = 152)
what do you think you sound like you have very good Dark Elves play experience?

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 Post subject:
PostPosted: Wed Aug 12, 2009 11:10 pm 
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Corporal
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Location: Albuquerque, New Mexico
How about this as a starting list
5 Dark Riders, Repeater Crossbows, 110pts
10 Crossbowman, Guard Master, 105pts
5 Shades, light armour, additional hand weapon 90pts
Sorceress, lvl 2 Life Taker, Tome of Furion, dark steed 192pts

total 497pts

It will give you one unit to sit back and hold your end of the field. One fast unit to claim objectives, and harass the enemy. One infiltrating unit to claim an objective and harass the enemy.

Granted this force is best used not engaging the enemy in melee. Shades can go after vulnerable rear units. The Sorceress with Life Taker can easily handle skirmishers.

When you ready to build to 1000pts I reccommend you buy a solid melee force to hold your center.


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 Post subject:
PostPosted: Thu Aug 13, 2009 7:53 am 
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Militiaman
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Location: Denmark
I really like that actually...

10 Crossbowmen are standing in 1 line?

The sorceress is riding alone?

Only Question what will I do if lets say, against empire, warmachines my shade will take care of but, ranks and ranks of spearmen and knights... how will i take these down?

and thx alot for all the answers Axinous you seem to be the only one reading this post :)

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 Post subject:
PostPosted: Thu Aug 13, 2009 7:59 am 
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Militiaman
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Just read up on lifetaker, had'nt seen that but damm! its a nice one so my entire army going to be ranged and moveable, I love that.

will she be able to march and shoot with lifetaker? or does she need to stand still to shoot?

since my sorceress is going to get 3 spells, what lore do you surgest?

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 Post subject:
PostPosted: Thu Aug 13, 2009 4:25 pm 
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Corporal
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Location: Albuquerque, New Mexico
Nemesis-to-Mayhem wrote:
I really like that actually...
The sorceress is riding alone?

Only Question what will I do if lets say, against empire, warmachines my shade will take care of but, ranks and ranks of spearmen and knights... how will i take these down?

and thx alot for all the answers Axinous you seem to be the only one reading this post :)


Spearmen are cheap and easy to kill with shooting. Morale plays a huge part in the game. And if they are Spearmen they can't shoot back which is better for you. 8) In a 500pt game don't expect to see to many knights. If he does take knights, burn down whatever shooting he has. Then worry about the knights. Your army is fast enough you can easily dance around them. Your Crossbowmen may become a sacrifice to there lances. But thats okay.

Your Sorceress, has the option to join or not. It depends on your opponent. Are they heavy in magic? Do they have lots of shooting? Being on the Dark Steed it gives you plenty of mobility. Which also helps with a spell caster. Once you start playing bigger games you might want to upgrade her mount to a Dark Pegasus.

Let me but it this way with Life Taker. You are at long range -1BS, Moved -1 BS, Target is a Skirmisher -1 BS, Beind Hard Cover -2 BS, you still only need a 2 on a d6 to hit. Its my skirmisher killer. Now with that being said. Your Sorceress will gain the ability of Fast Calvary while being in the unit of Dark Riders. But she does not gain the ability to March and Shoot. But she can still cast spells as normal. With this type on list its important that you pick your fights, not your enemy.

For Magic, my favorite is Lore of Death. Doom and Darkness is a fantasic spell! After that I take Dark Magic. Exspecially if the enemy takes alot of shooting. Lore of Fire is decent if you are fighting Wood Elves, Tomb Kings, or alot of creatures with Regen.

Once you are ready to build your army up to 1000pts. I reccommend getting a unit of Black Guard, with full command, Standard of Hag Graef, and Crimson Death. They should be able to take on Empire Calvary fairly effectively. A War Hydra would also be a solid addition to your force.

Glad to help. Hope you will find alot of enjoyment playing your army.


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