Dark riders can do it better !!! supplement on page 2
Posted: Fri Aug 10, 2012 1:08 pm
I've been hearing "there is nothing that Dr can do that, harpies and shades cant do for less point's".
For along time I agreed. until a few month's ago, I seen some fast cav flee, rally, then move and shoot. Hmmmmmm Well this is something nether harpies nor shades can do. In result I added an DR unit to my ETC list. After a few games I decided to add another.
I was left with 2 unit's of harpies, 2 unit's of DR, and a single unit of shades.
I have also noticed that shades and DR work up a few synergies.
1. I can use shades to secure a good Vanguard move for my DR.
2. A Vanguard move can help to protect my shades form being charged by enemy chaff.
Why are DR better?
They are not Skirmishers, so you don't change unit length when being charged.
This is important for a few reasons,
1. the amount of unit's you can tie down, Hold the line tactic,
2. a lot of times, if your opponent charges your skirmishers, you have to stack them up, it can mean that your opponent will have enough room to move past the skirmishers.
Looking at the diagram, the DR have a length of 10", harpies 6", for blocking movement purposes the DR have 10" length, while harpies and shades have 4" do to formation change.
Also if we incorporate the 1" rule in to this, it means that the DR, prolong flee moves by 12" and harpies only 8". This has an immense meaning for the trick's in this post.
The thing that DR can do and nothing else in the army can, block, Flee, rally, move to block, and over, and over . In practice you can use the double flee, rally and set it up again, as long as you have enough table to flee.
A few Tactic's the DR are better then competition, as shown below;
to understand some of these trick's it nice to remember the probability of rolling 2d6
2 - 2.78%
3 - 8,34 %
4 - 16,67%
5 - 27,78%
6 - 41,67%
7 - 58,34%
8 - 41,67%
9 - 27,78%
10 - 16,67%
11 - 8,34%
12 - 2.78%
For along time I agreed. until a few month's ago, I seen some fast cav flee, rally, then move and shoot. Hmmmmmm Well this is something nether harpies nor shades can do. In result I added an DR unit to my ETC list. After a few games I decided to add another.
I was left with 2 unit's of harpies, 2 unit's of DR, and a single unit of shades.
I have also noticed that shades and DR work up a few synergies.
1. I can use shades to secure a good Vanguard move for my DR.
2. A Vanguard move can help to protect my shades form being charged by enemy chaff.
Why are DR better?
They are not Skirmishers, so you don't change unit length when being charged.
This is important for a few reasons,
1. the amount of unit's you can tie down, Hold the line tactic,
2. a lot of times, if your opponent charges your skirmishers, you have to stack them up, it can mean that your opponent will have enough room to move past the skirmishers.
Looking at the diagram, the DR have a length of 10", harpies 6", for blocking movement purposes the DR have 10" length, while harpies and shades have 4" do to formation change.
Also if we incorporate the 1" rule in to this, it means that the DR, prolong flee moves by 12" and harpies only 8". This has an immense meaning for the trick's in this post.
The thing that DR can do and nothing else in the army can, block, Flee, rally, move to block, and over, and over . In practice you can use the double flee, rally and set it up again, as long as you have enough table to flee.
A few Tactic's the DR are better then competition, as shown below;
to understand some of these trick's it nice to remember the probability of rolling 2d6
2 - 2.78%
3 - 8,34 %
4 - 16,67%
5 - 27,78%
6 - 41,67%
7 - 58,34%
8 - 41,67%
9 - 27,78%
10 - 16,67%
11 - 8,34%
12 - 2.78%