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Keeping Globadiers Alive
Topic Started: 5th September 2005 - 02:44 AM (220 Views)
Skriggit the Rat Ninja
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Okay so I just made played my first test game for my Eshin army (see Army Lists, 2000pts 1st Eshin List) with proxied models and I did farely well. I made some stupid movement mistakes with my Jezzails and a few with Night Runner units (but theyre cheap so it didn't matter)

However, my biggest problem that might have cost me the game (if we continued playing instead of going to another game) is that my Globadiers fled because of a giant causing terror and would never rally

My question is, how do you avoid your Globadiers or Jezzails running away as they are less LD than night runners and arent really expendable since I only have one unit of each?
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Ratari
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I'm planning on running them as Rat Swarm back-up, basically I screen with the swarms, get them into combat quickly and then bombard the melee with the Globadires (as I like to call them)

I'll be trying this tactic in my next game, I imagine it'll do pretty well due to the inherent ability of swarms to never die in close combat
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Shiva
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Long Lost Warhammer Player
Low leadership is the weakness of clan eshin. The easiest way to aviod terror is to kill the terrible monster with a fellblading, skitterleaping, master assassin. Other than that you have swarms to pin down the beast. (away from the rest of your army)
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Antherak_173
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Evil Overlord
@ ratari

Don't charge the swarms in combats. Make them wide enough to hide the globadiers and let the enemy charge them.

First advantage: the swarms will survive 1 turn longer than if you charged, but still jam targeted unit.

Second: the first shooting turn won't hit your swarms, meaning no hits in swarms. If he do not charge swarms and try to evade them, better for you.

Keep them as a wall and move appropriately to shoot again.
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