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====Melee Cavalry==== *'''Glade Riders (Spears) (FLC)''' - Cheap, fast cavalry. At 94 speed they're faster than your Wild Riders but that and the price tag are basically the only good things you can say about them. They lack the armor piercing damage and Frenzy of the Wild Riders and, despite what the (Spears) tag might have you believe, they are not actually anti large, at least not in multiplayer though they can get an anti-large technology in campaign. As a fast, cheap melee harasser they will likely be best used in a similar fashion to hounds or feral cold ones, chasing down ranged infantry and artillery units and chasing units off the field *'''Wild Riders''' The premier Wood Elf light cavalry and [[Orion|Mel Gibson's]] personal guard, these units can blend infantry from behind with a decent melee attack, nice charge bonus, and armor piercing damage, but a low melee defense and armor means they're too squishy to stay in combat for long. Some physical resist makes them a bit tougher than their otherwise low defensive stats would lead you to believe, but don't send them into combat with units that deal magical damage or they'll melt fairly fast. All varieties of Wild Riders have Frenzy, meaning they'll be extra choppy until their leadership gets below 50%, so if you want them at their most effective don't let them take too much damage. In campaign once you can use Great Stag Knights you probably want to switch over completely. **'''Wild Riders (Shields)''' A straight upgrade to Wild Riders, other than the price. Silver shields make them much more resistant to ranged fire and slightly higher melee defense lets them stick in combat for longer. They're still not heavy cavalry though, and are much more comfortable attacking from the side or rear than the front. **'''Wild Hunters of Kurnous (RoR)''' With naturally higher melee attack than your standard Wild Riders and magic damage on top of that, these dendrophiles are even choppier than your standard variety stag-riding knife-ear. *'''Great Stag Knights''' What's better than riding a stag into battle? Riding a really big stag into battle, of course! These monstrous cavalry are even faster than normal Wild Riders, with slightly higher melee attack and melee defense than even the shield variant. More importantly the Great Stage Knights have some actual armor meaning they're capable of taking a hit, though they certainly don't want to stay in melee combat for too long. Send them into infantry formations then giggle as the infantry goes flying. A few cycle charges from these will even break Chaos Chosen. Pair with a Great Stag riding Glade Captain and a Sisters of the Thorn unit giving ranged support for best results. The Glade Captain provides strider, melee support, and a Melee defense buff and the Sisters of the Thorn deals poison, buffs spells, and a debuff spell all together. 2-3 Stag Knight, the Glade Captain and the Sisters of the Thorn will combine into a terrifying cavalry deathstar. **'''Lost Sylvan Knights (RoR)''' What's better than riding a really big stag into battle? Riding a really big ghost stag into battle, of course! As an ethereal unit, all the standard ethereal rules apply. They've got a ton of physical resist and no armor. Throw them into melee with bog standard swordsmen and you can leave them there safely but as soon as some wizard wazzock starts tossing magic damage around your Sylvan Knights will start dying, really fast. Don't let them fight anything that deals magic damage unless you want them to become lost again, permanently this time. They're undead, which means they crumble instead of routing which is generally a good thing as they can still hold a line and attack while crumbling. Back them up with lore of life, they can take advantage of it better than any other unit in the game thanks to their high physical resist and ability to run away from unfavorable engagements.
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