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Title: Globadiers
Description: Are they really worth it?


Der Komet - December 12, 2005 03:54 AM (GMT)
Now I've heard quite a bit of negatives about Globadiers and I just want to hear a few opinions on them from more experienced players.

Are they really worth their points cost against armoured oponents or should you just save the points for jezzails?

I was thinking of Including 2 units of 4 of them in my 1200pt tourny army with a death globe warlock. But after seeing a fellow skaven player drop them from his list in disgust because of their performance I had second thoughts.

Seeing as I'm taking a Skyre list they are the only moveing skirmishers I can take so this adds some extra worth to them and combined with the death globes they can do some damage. However the panic they cause from being destroyed or sacrified for the greater good can be devestating.

So whats the general consensus about them here?

Derek101 - December 12, 2005 07:39 PM (GMT)
I have never really been that attrected to them. -_- Mainly because, they have to get so close to the enemy before they can do anything. And with 5" movement, they're aren't the best skirmishers skaven have to offer.

The main advantage I can see is for screening, as they can be fielded in small units, it doesn't cause panic for nearby units. Also the fact that they don't allow armour saves is quite good (if I remember correctly), but they are a danger to themsleves as well, I prefer my jezzails personnally, much longer range, good pretection (4+ save against shooting, skirmishers) and a -4 armour save modifier to boot, not that bad. ^_^

So yeah, I wouldn't recommend globadiers for anything other than screening units, and maybe for deliberate charges. Hope I helped, Omid B)

The_Infamous_Wolfy - December 13, 2005 05:53 PM (GMT)
Well for me, I have found them to be very useful in the past.^_^ I usualy field one unit of five to six of them.
I will use them to distract and lead Ork griants away from my less well armed units. They have also taken out there fair share of unnecessarily and overly armoured units and characters(remembers dwarfs, grins inside). Also, just mentioning the "wounds on a 4+ without armour saves" to your apponent will usualy force them to be more focused on them for most of the game.
One good tacktic to use with them is to use as much cover that they can get into. Since they can skirmish, they can use their 10" double move to blitz through a forest, ruins, hills, etc... And the combination of the globies and the Warlock with death globes can be quite devastating. And when it realy comes down to it, you can use them as march halters against enemy movement. I have used them with the my gutter runners. Just stand them behined the enemy unit and your apponent has two choices. One, turn around and charge them the next turn and be reared by what ever you got close enough. Or two, they ignore them and take on what is in front of them.
I like them as scare tacktics the most. My apponents will normaly spend an entire magic/shooting phase to kill them, my gutter runners and my weapon teams. This will usualy leave my heros and strong units to do their jobs.

farsight - December 14, 2005 09:42 AM (GMT)
QUOTE (Der Komet @ Dec 12 2005, 03:54 AM)
Now I've heard quite a bit of negatives about Globadiers and I just want to hear a few opinions on them from more experienced players.

Are they really worth their points cost against armoured oponents or should you just save the points for jezzails?

I was thinking of Including 2 units of 4 of them in my 1200pt tourny army with a death globe warlock. But after seeing a fellow skaven player drop them from his list in disgust because of their performance I had second thoughts.

Seeing as I'm taking a Skyre list they are the only moveing skirmishers I can take so this adds some extra worth to them and combined with the death globes they can do some damage. However the panic they cause from being destroyed or sacrified for the greater good can be devestating.

So whats the general consensus about them here?

hmm globadiers, well in my very first skaven army, a while ago now ^_^ i used two units of 2 globadiers mainly as an extra deployment when you want to see when the opponent will place their large unit of knights, which can be ever so annoying for the opponent.

Globadiers are useful if you have the right army for them, personally they are alright but i would rather take (as omid said) 1 jezzails for every two of them.

warlock engineers with death globes is very effective, for example i have 2 in 1500pts and one has storm daemon and warpstone amulet (4+ ward) while the other has a dispel scroll and death globes, now for only 20pts death globes are brilliant as if you managed to allow a unit of swarms to get charged by a large unit of knights, or you charge them. next turn run your warlock up next to them and lob the globes into combat (you place the template) and if unluckily it hits your swarms it can only do one wound per base on a 4+ B)

still up to you really but i find better uses in weapon teams and jezzails, good luck :thumb:

Dan

Derek101 - December 14, 2005 01:20 PM (GMT)
I personally only ever take a warlock with death globes in 2K. I also equip the guy with tenebrous cloak and then skitterleap him behind enemy lines. The amount of worried faces that has caused, pity it never works as well as I'd hope. <_<

farsight - December 14, 2005 03:35 PM (GMT)
QUOTE (omid @ Dec 14 2005, 01:20 PM)
I personally only ever take a warlock with death globes in 2K. I also equip the guy with tenebrous cloak and then skitterleap him behind enemy lines. The amount of worried faces that has caused, pity it never works as well as I'd hope. <_<

do you mean a grey seer when you say tenebrous cloack as i thought they couldnt have the skitterleap spell? ^_^

gotta try the tenebrous cloack out mind, does it allow a save when you drop the death globes, i.e. misfireing with them and wounding you on a 4+ with no armour save

Dan

Derek101 - December 14, 2005 04:33 PM (GMT)
Sorry, I meant the warlock gets skitterleaped by the grey seer, I find the seer is too risky behind enemy lines and so the plan looses any disposibility.

I assume you do get the save (3+, not 4+ ;) ), as it says take the misfire as the globe landing onto the character, which should give you the save.

Der Komet - December 15, 2005 09:13 AM (GMT)
Cheers guys that provides some food for thought. :thumb:
Ill keep the warlock with death globes and have 2 units of 2 globadiers.

The possibillities for the 2 men (rat) units sound like many and for that reason I think its worth missing out on 2 jezzails and who knows they might actually kill something :rolleyes: . One idea which I didnt think of was the extra deployments and Ill keep that in mind next time Im playing.

But enough theoryhammer time to try them out where it really matters on the field of battle! :fight:


@ztech - December 15, 2005 09:50 PM (GMT)
QUOTE
But enough theoryhammer time to try them out where it really matters on the field of battle!


Anyway, when speaking about Skaven, "in theory" means virtually nothing, as they are one of the most unpredictable armies of Warhammer (along with the Orcs & Goblins).

farsight - December 16, 2005 06:37 PM (GMT)
QUOTE (@ztech @ Dec 15 2005, 09:50 PM)
QUOTE
But enough theoryhammer time to try them out where it really matters on the field of battle!


Anyway, when speaking about Skaven, "in theory" means virtually nothing, as they are one of the most unpredictable armies of Warhammer (along with the Orcs & Goblins).

thats why they are also one of the most fun armies to play with as when somethingt runs away or dies it dosent matter as you predicted it anyway. for example i played brettonia last week and his main unit legged it, he got so annoyed he swore outloud to himself, then my slaves ran off, i just chuckled to myself ^_^

Dan




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