Poison Wind Globadiers

From Total War: WARHAMMER Wiki
Jump to: navigation, search
Poison Wind Globadiers
Wh2 main skv inf poison wind globadiers.png
Overview
FactionSkaven
CategorySkaven missile infantry
Unit size48
Recruitment
Icon treasury.png Cost (MP): 600 (550)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 187
Statistics
Icon stat health.png Health: 74
Icon stat morale.png Leadership: 55
Icon stat speed.png Speed: 38
Icon stat attack.png Melee attack: 18
Icon stat defence.png Melee defence: 16
Icon stat charge bonus.png Charge Bonus: 6
Weapons
Melee
Icon stat damage.png Weapon Damage: 20
Modifier icon armour piercing.png Armour-Piercing Damage: 6
Icon stat speed.png Melee Interval: 4.3 s
Icon stat range.png Range: 1
Ranged
Icon stat ranged damage.png Missile Damage: 4
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 36
Modifier icon bonus vs large.png Bonus vs. Large: 32
Icon stat ammo.png Reload Time: 11.7
Icon stat ammo.png Ammunition: 14
Icon stat range.png Range: 85
Modifier icon magical.png Magical Attacks: Yes
Protection
Icon stat armour.png
Armor:
75%
Attributes
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Poison Wind Globadiers is a Skaven missile infantry unit in Total War: Warhammer II. When a poisoned globe explodes, anyone caught in its radius is guaranteed to die a painful, pus-ridden death.

Description[edit | edit source]

Poisoned wind globes are glass or crystal orbs filled with deadly Warpstone gas. When thrown, the sphere shatters, releasing billowing clouds so lethal that mere skin contact can cause severe pain or even death. Breathing the vapours causes lungs to spontaneously fill with bubbling pus - a horrible and nearly instantaneous death. For this reason, Globadiers wear all manner of elaborate masks, goggles and cumbersome rebreathing apparatus in an effort to protect themselves against accidental gassing. Armour offers no protection against poisoned gas, but this does not stop the Globadiers from wearing arcane body armour underneath their robes.

Abilities[edit | edit source]

  • Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
  • Armour-Piercing Missiles: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Poison Wind Globes: Misleadingly, and to the horror of anyone exposed to its content, the globes thrown by the Poison Wind Globadiers do not release poison, but a small cloud of lethal Warpstone gas. The larger the target's surface, the more pain it will experience.

Strategy[edit | edit source]

Click here to add a strategy!

Best used in collaboration with a unit of Skavenslaves or Clanrats to tie down the enemy; when able to deliver their deadly globes, Globadiers can be an effective counter to monstrous infantry, cavalry and monsters. However, their short range and small unit size makes them very vulnerable to any direct attack, so they must be protected carefully from missile fire and flanking maneuvers to make full use of their poisonous weapons. Unlike Warpfire Throwers, they do not need a clear LoS to attack.