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===Cavalry=== Lizardmen cavalry are slow, for cavalry. They will never catch horse-mounted cavalry of other races, and it is risky to use them as a distraction if your enemy is using anything more than basic cavalry archers. Expect lizardmen cavalry to take heavy losses in prolonged combat, and learn to cycle-charge with them. *'''Feral Cold Ones''' - A pack of clever girls, with no saurus riders. Feral cold ones are extremely speedy units (by lizardmen standards) that effectively function as light cavalry built for chasing down skirmishers, ranged back lines and artillery pieces. Their ability to cause fear also comes in handy for landing rear charges against a foe tied up in combat with your frontline infantry, as well as ensuring routed enemies leave the battlefield permanently. Unfortunately, their raw damage output is rather low and they themselves are particularly frail and prone to rampaging, which means a bad engagement will result in a swift end for them. They're cheap as chips though, so you can't complain too much over losing 'em. **Being able to summon them after performing the Rite of Primeval Glory is really handy when facing off against Skaven artillery. *'''Cold One Riders''' - Standard cold one riders are your first full-blooded cavalry option. Though significantly swifter than your infantry, cold one riders lag behind their competition in other factions and are particularly vulnerable to anti-large cavalry units because of this. In an ideal setting, cold one riders will serve as the hammer to the anvil that is your saurus frontline; decisive charges into the rear of enemy formations can deal heavy damage and can completely lock down ranged infantry or artillery. Being both armored and shielded gives them respectable staying power as well and allows them to remain in extended combat should the need arise. That said, like most cavalry, they truly shine when they're able to freely cycle charge to maximize their damage output and heavily abuse enemy morale. *'''Cold One Spear-Riders''' - The name says it all; these are cold one riders with spears. This turns them into a dedicated anti-large cavalry unit that can deal not inconsequential damage to opposing cavalry, artillery and monsters. Unfortunately, in cav v. cav engagements, cold one spear riders will often fall short due to their below average speed letting many opposing options run circles around them. As such, they tend to work best when used defensively. When opposing cavalry buckles down to charge into your flanks, counter charge them with your spear-riders to either intercept or divert them from your more vulnerable elements. They do deal decent armor-piercing damage on their own right, but they'll often lose against more elite cavalry options and their strength quickly diminishes in prolonged engagements. **'''Blessed Cold One Spear-Riders''' - Blessed cold one spears are extremely similar to the Pok-Hopak Cohort in the sense that they both don't run the risk of rampaging. This is a very valuable perk on a unit that will often find itself separated from your main army, especially when combined with their heightened durability. If you have a need for cold one spears and have access to these, there's literally no reason not to take them. **'''Pok-Hopak Cohort (RoR, DLC 1)''' - Fearless and focused spear-riders, these guys are both immune to psychology ''and'' lack primal instincts, meaning you'll never need to worry about them rampaging or fleeing from enemy monsters. Additionally, the Pok-Hopak cohort is able to utilize vanguard deployment, giving them a tactical edge over their generic counterparts that cannot be underestimated. If you're thinking about taking a unit of spear-riders, there's literally no reason to not just take these guys instead. *'''Horned Ones''' - Your only elite cavalry, horned ones are simply buffed up cold one riders, plain and simple. They are significantly faster than all of your cold one riders and as such are on par with the cavalry options found in many other factions. They pack a meaty punch with a rather chunky charge bonus to boot, letting them simply smash through frontline infantry as both hammer and anvil. You'll be paying for that swollen statline though, as they are one of your most expensive non-monster units out of your entire roster (they're even more expensive than some of your monsters). **'''Blessed Horned Ones''' - Just like the blessed cold one spears, blessed horned ones won't rampage when caught unawares. Considering these are your elite cav units, you will ''always'' want to make sure they can get out of a bad engagement whenever you need them to. *'''Terradon Riders''' - Javelin skinks riding Terradons and carrying stone bombs. While relatively fast for the lizardmen, terradon riders are among the slowest flying cavalry in the game, and are a fairly niche choice in battle. This niche can best be summed up as aerial harriers, ideal for sniping out artillery, mages or unarmored infantry or monsters (which is admittedly a bit of a rarity). Their attacks also apply Poison, which makes them a little more useful than their raw stats make them seem on paper and helps further support other units in your army. Additionally, they are quite micro-friendly since they are able to fire and move with their javelins and, with proper positioning, can drop a once-per-battle set of stone bombs to deal massive damage to clustered up infantry beneath their wings. That said, as fairly large, unarmored and slow moving targets with fairly pitiful melee stats, these guys can be very easy to snipe out of the air by decent missile infantry and are ''very'' vulnerable to pretty much anything else that is also in the air with them. In a pinch, they can also be used as rear-chargers to help route enemies or tie down missile infantry, but Old Ones help them if something points an extra long stick at them. If you're facing an infantry heavy army, Fireleech Bolas Terradons tend to net you better value. **'''Pahuax Sentinels (RoR, DLC 1)''' - These special edition terradon riders are particularly nimble and have an innate resistance to melee and missile attacks that gives them ''far'' more staying power than any of your other flying cavalry. If only to serve as a distraction, these guys can be used in lieu of skink priests/chiefs in an attempt to waste your opponent's missile infantry/artillery ammo. Otherwise, use them to harass enemy units with poisoned missiles and to escort routing foes off the battlefield. *'''Fireleech Bolas Terradon Riders''' - These are far better Terradon Riders than the base variant. While they no longer inflict Poison on enemy units, their fireleech bolas deal explosive fire damage, inflicting greater damage overall against infantry formations and fire-weak entities while dealing higher leadership penalties in the process. Like regular Terradon Riders, they also can fire and move, letting them more or less function as prehistoric bombers. They still carry stone bombs, which can be devastatingly effective when used in concert with a line of saurus warriors pinning enemy melee units or shutting down artillery, but just like regular Terradon Riders, they are fairly useless in melee and are terribly vulnerable to other fliers and ranged missile fire. If you're dealing with smaller, physically larger units (monstrous infantry or single-entity monsters) with low armor, Terradon Riders are more efficient against them. **'''Blessed Terradon Riders''' - Blessed Terradon Riders, aside the traditional increase in health, only received one minor adjustment over their basic counterparts; speed. At a speed stat of 110 as opposed to the standard 90, Blessed Terradon Riders can manuever across the battlefield notably more quickly than any other unit in your entire army. Nice, for a unit designed to harass and waste/dodge enemy missile fire, but ultimately a rather minor selling point on an admittedly mediocre and situational unit. **Fireleech Bolas can be used to game the AI, especially when you're facing off against the Chaos Invasion. Even having just three of these guys bombard the Chaos Hellcannons can save you a lot of grief, and you're not really going to miss them if they got shot down. They're also really helpful against Vampire Coast, as they're one of the few skirmishers you have that can raise hell against a zombie gunline/artillery. *'''Ripperdactyl Riders (DLC 1)''' - The obsidian knife of lizardmen flyers. Ripperdactyls are your flying can-openers with a minor bonus against infantry and a ''massive'' AP bonus. Combined with their solid melee attack stat and Frenzy bonus, these guys utterly shred armored foot soldiers. Unfortunately, their non-existent armor, low melee defense, low model count and large size makes these guys terribly susceptible to counterattack. If they get boxed in, much less by anything with an anti-large bonus, you will be impressed by how quickly they die. Because of this, and the fact much of their damage is dedicated against armored targets, Ripperdactyls tend to be a bit of a niche choice in army lists not built around Tiktaq'to. None-the-less, they are much more effective than Terradon Riders at shutting down missile infantry formations and artillery platforms. Just make sure you are constantly aware of the tactical situation and only call them down when you can support them or escape before enemy reinforcements manage to pin them down. **'''Colossadon Hunters (RoR, DLC 1)''' - Bigger, hungrier ripperdactyls with a penchant for bigger prey; an additional anti-large bonus can turn them into cavalry buzzsaws and can let them deal sickening damage to mounted enemy lords or cavalry and are the best/only option for fighting flying enemy lords/heroes on semi-even ground. Suffice to say, they're still very weak to anti-large weaponry themselves and will seldom win against combat dedicated lords/heroes in a "1"v1 fight. As such, they'll need support through terradon riders (for the poison) as well as additional ripperdactyls to stand an honest shot against such a foe, though they're still not guaranteed a victory. Should they lose, they'll still leave a hell of a mark on whatever cavalry/monster they were fighting and such scars could prove pivotal to bringing them down with the rest of your army.
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