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====Missile Cavalry==== *'''Glade Riders''' - Your fairly standard missile cavalry, Glade Riders only really stand out above other faction's similar missile cav by having slightly better than average range. They have somewhat decent melee capabilities, but in this regard they're only useful in charging lightly armored units, like opposing missile infantry. If you need something cheap to kite and harass enemy lines, these guys will get the job done if nothing else. **'''Glade Riders (Hagbane Tips)''' - Debatably far more useful than their regular variants, Hagbane Tipped Glade Riders use poisonous ''and'' magical arrows, making them an excellent force against magic-weak armies and solid support units. Between their high speed and ability to apply poison against enemy units, they are virtually uncatchable by opposing cavalry and are simultaneously a fantastic unit for crippling faster units for your slower infantry to engage. Consider as an alternative to hagbane glade guard, you don't need both probably. *'''Hawk Riders''' - A rarity, Hawk Riders are one of the few dedicated flying missile units in the game. Extremely fast, Hawk Riders can easily dodge incoming enemy fire if microed properly (something you'll have to do if you want them to live long enough to do their job) and makes them ideal for flanking enemy positions to rain hell upon them from on high. Unfortunately, like much of the WE roster, Hawk Riders have non-existent defensive statlines and they will drop like flies if you allow them to take missile fire or get pinned down in combat. Additionally, when they ''are'' in combat, their melee attack and defense scores are ''terrible''. This is ever so slightly mitigated by their mediocre charge bonus and hefty (melee) armor-piercing damage bonuses, letting them act as halfway decent shock cavalry against armored infantry in a pinch. This should definitely only be done as a last resort or if you have sufficient forces to support them however, else they just impotently kamikaze themselves into your opponent's ranks like so many gnats on a windshield. In the Sisters of Twilight campaign, they received a ''major'' buff in the Volley of Kurnous ability, letting them fire a high damage burst of arrows into ground bound enemy targets. Be it a single character or horde of infantry, the Volley of Kurnous does ''ludicrous'' damage and a doomstack of Hawk Riders can delete massive ground-bound armies with the click of a single button. This makes them ''the'' premiere airforce army in the campaign. *'''Sisters of the Thorn''' - Elite missile cavalry that, unlike anything else in your roster on four hooves, can do a little bit of everything. Though they don't have the charge bonus of your Wild Riders or Great Stag Knights, Sisters of the Thorn can actually remain in combat for extended periods of time due to their superior defensive abilities (both innate and through access to their bound abilities). This can be further supplemented by their poisonous arrows, letting them soften up and slow down enemy forces for a follow up charge. Unfortunately, in any single attribute they typically fall short of the rest of your options; they lack the range of your Glade Riders while being slightly slower, they don't have as impactful a charge as your Wild Riders/GSK and they don't even have any armor-piercing damage like your Hawk Riders do. Despite that, alongside their rather steep price tag, they are still wonderfully flexible missile cavalry units (by WE standards) that will likely find more opportunistic match-ups against a wider range of foes than some of your other options. Best when supporting other cavalry: Wild Riders, Stag Knights etc.
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