Welcome Guest [Log In] [Register]
Add Reply
Poison Wind Globadiers; Special Unit Specific Tactica
Topic Started: 31st October 2014 - 02:07 AM (580 Views)
King Rat
Member Avatar
Grey Seer
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.
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
Offline Profile Quote Post Goto Top
 
Sniskrak
Member Avatar
Clanrat
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.
Offline Profile Quote Post Goto Top
 
King Rat
Member Avatar
Grey Seer
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 (-1 moving) quick to fire.

2. They randomize their shooting into non-slave combats as the slave rule would override this but not sure if it is a FAQ or not on this including slaves.
Edited by King Rat, 31st October 2014 - 07:24 AM.
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
Offline Profile Quote Post Goto Top
 
Mathusala0
Member Avatar
The Evil Underlord

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)
Posted Image
The Glossary of Common Underempire Lingo
The Skaven Guide to competitive list building (8th Edition)
The Skaven Castle Formation
Offline Profile Quote Post Goto Top
 
King Rat
Member Avatar
Grey Seer
Thanks for the clarification Malth
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
Offline Profile Quote Post Goto Top
 
« Previous Topic · Fantasy Battles Rules Discussion · Next Topic »
Add Reply