| Poison Wind Globadiers; Special Unit Specific Tactica | |
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| Tweet Topic Started: 31st October 2014 - 02:07 AM (580 Views) | |
| King Rat | 31st October 2014 - 02:07 AM Post #1 |
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Grey Seer
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Poison Wind Globadiers (PWG's) These guys are a really viable unit and which can be used in a Tournament setting, especially if there are strong army composition restrictions for Skaven. They fill a role that Gutter Runners aren't as good at and that is vs. high armor saves, WoC, Monstrous Cavalry and Knights spring to mind here. Generally I would run them in units of 5 or 6 and use them as a support unit for Slave blocks (especially vs. monsters and heavy armor). I tend to use the cheap upgrade to champion for the extra BS skill and ability to challenge. The Death Globe upgrades are nice a bit expensive along with the PWM attached weapons team, but are all viable upgrades and are dependent on how many points you want to sink into these PWG units. Don't expect to much from these guys 1 or 2 wounds per turn, which is why you need to hit juicy targets like Silverhelms, Empire Knights, Steam tanks, Dragons, etc... Advantages skirmish combined with their Heavy armor make them OK vs. Strength 3 shooting march and shoot effective range 18"s Globes wound on a 4+ (great vs high toughness monsters, chariots, etc.) no armor saves from globes can shoot into any combat (not just slaves) quick to fire (no negative for moving and shooting) can shoot without line of sight (-1 penalty). Globes are Magical Attacks (good vs. Ethereals) cheap way of getting a Poison Wind Mortar (weapons team). Initiative 4 (makes them better than most other Skaven Specials) Disadvantages low leadership WS 3 means hitting on 4's at best vs. most troops in close combat rolling 1's to hit can wound themselves not steadfast (except in forests) Army Specific Match ups Good vs. Monster or cavalry heavy armies, Elite troops with no Regen or Ward Saves, Warriors of Chaos, Bretonnians, Empire Average vs. Bad vs. large infantry block armies, Ogres, Orcs and Goblins, Skaven blocks, Beastmen, Wood Elves, Tips and Tricks Standing and shooting with these guys can surprise opponents who may expect them to flee. The extra wounds may kill a monster or some extra knights. If you can get them close enough to Warmachines they can eventually kill them. Target priorities are the key to using PWG properly and you should be shooting them every turn of the game if possible. If you kill 3 or more knights in a game or finish off a monster then the PWG's have done their job. Do not shoot them at cheap troops unless there are no other valid targets. With the Deathglobe upgrade on the champ it is nice to throw this into a Knight bus eg: Empire knights, Bretonnians, Silverhelms Feel free to suggest your own tips for me to add. Edited by King Rat, 31st October 2014 - 09:30 PM.
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8th Ed Win /Draw/ Loss Skaven 24/ 10/ 13 Runner up Club Championships 2014, 2012 2nd Place Blood on the Reich 2011, 3rd Place Devilcon 2011 | |
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| Sniskrak | 31st October 2014 - 05:55 AM Post #2 |
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Clanrat
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Two questions that I either have not found answers to, or do not believe the answers I have found. 1: Do PWG suffer -1 to hit from long range? e.g. More than 4" away. 2: Are PWG forced to randomize when shooting into a combat that includes slaves? The slave rule says no, but the PWG rule says yes. |
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| King Rat | 31st October 2014 - 06:17 AM Post #3 |
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Grey Seer
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Good questions Sniskrak. 1. Yes they do suffer -1 for long range i.e: over 4"s. To some extent this is negated by the ability to march and shoot Skirmishers, so you can stay at close range relatively easily ( 2. They randomize their shooting into Edited by King Rat, 31st October 2014 - 07:24 AM.
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8th Ed Win /Draw/ Loss Skaven 24/ 10/ 13 Runner up Club Championships 2014, 2012 2nd Place Blood on the Reich 2011, 3rd Place Devilcon 2011 | |
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| Mathusala0 | 31st October 2014 - 06:43 AM Post #4 |
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The Evil Underlord
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They need LOS They randomize into slaves, the slaves used to have a randomization rule that was removed, there is no rule that says that attacks are not randomized They do not suffer -1 when moving because they have the quick to fire rule. Also this means they can always stand and shoot even if the enemy is within movment range (which normally disallows standing and shooting) |
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| King Rat | 31st October 2014 - 07:21 AM Post #5 |
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Grey Seer
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Thanks for the clarification Malth |
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8th Ed Win /Draw/ Loss Skaven 24/ 10/ 13 Runner up Club Championships 2014, 2012 2nd Place Blood on the Reich 2011, 3rd Place Devilcon 2011 | |
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