TOW is still relatively new, and I find that I still have to learn and explore many facets of the game. I thought it would be interesting to revisit the Dark Rider tactics, both to update the article that highlights their value, and as an exercise to go over the rules and details.
The previous article that detailed their tactics is here:
https://druchii.net/viewtopic.php?f=3&t=71009
Dark Rider basics
Musicians
Musicians still give +1 to rally. If you plan to use flee tactics with dark riders, it might be beneficial to get a musician in there for the Ld9 rally.
Open formation, skirmishers and changing formation
Dark Riders can use an open formation or skirmish formation.
The Open formation offers:
- A possible rank bonus, for larger units of dark riders.
- Marching column, tripling the march move
- The ability to disrupt the enemy's ranks
- Nearly complete freedom of movement in any direction without any wheeling required.
- 360 degrees of vision
- Dynamic front rank for fighting purposes
Changing formation requires a reform that prohibits any other movement, but you can get a free reform during a rally. Since dark riders will occasionally flee and rally, that free reform can be used to change formation.
Swiftstride
Swiftstride adds a d6 modifier to charge, flee and pursuit moves. As I read the rules, it looks like the modifier is applied separately from the roll.
For example, the charge roll requires you to roll 2 D6 and discard the lowest result. You now get an additional D6, potentially giving a minimum charge move of 9"+1"+1"= 11" and a maximum charge move of 9"+6"+6"=21".
Some probabilities
2D6 rolls
Roll..Chance..Cummul
02...02.78%...100.0%
03...05.56%...97.22%
04...08.33%...91.67%
05...11.11%...83.33%
06...13.89%...72.22%
07...16.67%...58.33%
08...13.89%...41.67%
09...11.11%...27.78%
10...08.33%...16.67%
11...05.56%...08.33%
12...02.78%...02.78%
3D6 rolls
Roll..Chance..Cummul
03...00.46%...100.0%
04...01.39%...99.54%
05...02.78%...98.15%
06...04.63%...95.37%
07...06.94%...90.74%
08...09.72%...83.80%
09...11.57%...74.07%
10...12.50%...62.50%
11...12.50%...50.00%
12...11.57%...37.50%
13...09.72%...25.93%
14...06.94%...16.20%
15...04.63%...09.26%
16...02.78%...04.63%
17...01.39%...01.85%
18...00.46%...00.46%
Charge distance, roll 2 D6, discard lowests
Roll..Chance..Cummul
01...02.78%..100.0%
02...08.33%..97.22%
03...13.89%..88.89%
04...19.44%..75.00%
05...25.00%..55.56%
06...30.56%..30.56%
Charge swiftstride: charge roll +d6
Roll..Chance..Cummul
02...00.46%..100.0%
03...01.85%..99.54%
04...04.17%..97.69%
05...07.41%..93.52%
06...11.57%..86.11%
07...16.67%..74.54%
08...16.20%..57.87%
09...14.81%..41.67%
10...12.50%..26.85%
11...09.26%..14.35%
12...05.09%..05.09%
The basic flee to stop an enemy unit
The basic move is to a unit of dark riders close to the enemy unit, so they are limited in their movement, if not stopped completely.
They can try to clear the path by charging the dark riders, which can flee and rely on swiftstride to run beyond the charge reach. If succesful, the enemy's charge will fail, halting their advance.
The Dark Riders will be forced to rally in your following turn, but with a musician they do this at Ld9. When they rally, you can alter their formation between open order and skirmish and they can move freely to continue their blocking strategies.
Turn 1 Scouts
The tactic can be used from turn 1, if you pay for the scouts upgrade. This brings them close to the enemy, and while a charge is prohibited on your end it does not prohibit you from running very close to the enemy.
Turn 1 marching column
If you deploy your unit in open formation and a marching column, this tactic can be applied on turn 1. With triple the movement, you have 27 inches of movement to run up to the enemy and block them immediately. You could keep the unit out of the 24" shooting range of enemy fire while having enough running distance to block an enemy unit.
The basic flee to stop multiple enemy units
The tactic above can also be used to block multiple units, if your frontage is wide enough. This might be easy to achieve in skirmisher formation, where your individual riders may twist to show their flank. This will still count as a front charge, but expand the line to block multiple units.
All charged have to be declared first, so your opponent has to choose in advance how many units to commit.