I had a question about how would Wild Riders run over Black Knights on the charge...
then I got to realize that:
- Devastating Charge + Frenzy = 3 attacks per dude... nasty.
- Asrai Spear = str 4+1 attacks with armour piercing... so, -3 armour. Also nasty.
Those are a whole lot of attacks, and they certainly have the means to charge our cavalry =(
What to do?
Well, I've come up with a couple of things to consider:
1. Nightshroud against elves. Always! be it on a V. Lord or a Wight King on guard duty. Lords and Heroes? no problem, nighsthroud ensures our V. Lord strikes first.
2. Cav vs Cav is always a matter of who charged who, as a general rule. Now, they are fast cavalry, which means they will out-perform our maneouvers to get them in charge range & distance. Usually, I'd use Dire Wolves to block their pace and slow them down, but that'll only work for a turn against them, while they circumvent the furry obstacle and let their archers finish them.
...the thing here is: Wild Riders cannot stand against a Vampire Lord (with Nightshroud, nearby at least). Given their WS, low armour and only a 6++, there should be -4 to -7 riders left by the time they get to strike. Those riders should not try to engage your BK. They'll go after the soft things, like... all our core.
3. If you advance as in chess (all units advancing while getting cover from other units, at least close combat-wise) you can deny a flanking maneouver. Then, as Wild Riders are frenzied, if they destroy a small 20 zombie bunker, they'll be left vulnerable for a counter charge. Just make sure you advance and provide cover. I have the idea that Hexwraiths can sit behind all of our lines, attempting to catch overreaching cavalry units, such as them. give it a try, and let us know!