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===Cavalry=== *'''Dark Riders''': Your extremely quick light cavalry, comparable to most other units of their class. One key feature is that they are actually fast enough to chase down most other missile cavalry. If your micromanagement skills hold up, Dark Riders can terrorize the enemy backline very efficiently and do so at the highest speed any base game cavalry unit offers, but they get vaporized the instant their charge bonus wears off, so will need to keep the cycle charges going. One of those units you should probably not use in campaign but can be good in multiplayer. *'''Dark Riders (Crossbows)''': Ranged harassment cavalry that uses repeater crossbows, they fire two shots of primarily AP damage. Is always useful to annoyingly poke an enemy to death but also those higher armor units that are normally resistant to those shenanigans (most other factions only get close-range hand axes or more squisher handguns). **'''The Raven Heralds (ROR)''': Rather distinct from their vanilla Dark Riders, these guys ride Dark Pegusii and can fly around the battlefield. Usually passed up for vanilla crossbow Dark Riders since the Raven Heralds have fewer models and vanilla Dark Riders already have the speed to stay out of trouble. *'''Doomfire Warlocks (DLC)''': Really, really weird hybrid unit. In melee they have actually pretty good attack with magic and poison and charge, plus an AoE melee attack animation. They also have 40% physical resist to help keep them alive. One key advantage they have over comparable light to medium cavalry is their ability to fling around the Doombolt spell from the Lore of Dark and Soulblight from the Lord of Death as bound spells. A unit of these is pretty much always useful if nothing else, plus they look great. They lose access to their bound spells if they drop below 50% HP, so fire them off early so you don't lose them later. **'''Slaanesh's Harvesters (ROR)''' : Doomfire Warlocks with a slightly increased statline that replaces Doombolt with Soulstealer to drain the HP from single entities. While they're usable in campaign, they're completely unusable in multiplayer where they're more expensive than Grail Knights and Demigryphs. *'''Cold One Knights''': they were considered bad because of rampage but primal instincts was reworked later in Total War Warhammer 2 so that it only triggered at 20% health and then again for the third game its been changed and the rampage is gone completely, now primal instincts gives buffs to combat stats at low leadership. They are actually cost effective now. Took a long time to come into their own but it was worth the wait. *'''Cold One Dread Knights''': They were considered bad because of rampage but primal instincts was reworked later in Total War Warhammer 2 so that it only triggered at 20% health and then again for the third game its been changed and the rampage is gone completely, now primal instincts gives buffs to combat stats at low leadership. They are actually cost effective now. Took a long time to come into their own but it was worth the wait. The dread knights aren't going to be the go-to over the regular ones but they are a solid unit now. **'''Knights of the Ebon Claw (ROR)''':
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