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2. Either let the AI decide where to fire or place them on the flanks in such a way that they get targets in front of them without you having to click attack
3. The tiniest bit of elevation can make a big difference. Skaven are small, the guns can easily shoot over their heads, especially at cavalry and monsters
Nothing to see bypassers, keep walking.
Alternatively go all in and replace your entire infantry frontline with them, using summons to roadblock any unit that is about to hit them (plague priests are good at this)
Your ratlings move forwards because they didn't have line of sight. It's really finicky so my advice for ratlings is contrary to what would seem obvious - don't put them on a hill. Try to find as flat a surface as possible and just keep everything out of their way. The reason being that the hills are really bumpy, and while you might be higher up, there may be a bump in the hill that shields the enemy for most of their range. This will prompt you to manually target, then they take a few seconds while you look away, then start strolling forwards to their deaths.
If you must put them on a hill, get the camera right down to their level and look at what they can see. Try to place them on mounds and accept that there are "dead zones" that the enemy can walk through. Ideally try to make sure that at least one ratling can see each zone. Then just let them shoot, they usually target the closest enemy, so if they're not doing it then they probably can't.
Flat surface unobstructed by your units = easy win. Hills = messy battle.
They're not so good at completely eliminating a unit, breaking them tends to be the ratling's job
2. Never order them to fire at a target and forget about them. Either leave them on fire at will and disable skirmish, or be ready to micromanage everything.
3. Damage of ranged units drops the further the taget is. For ratling guns its much more than for others, because they lose accuracy much faster than other ranged units. Plus they slow down target keeping it in low dmg distance for longer. This is intentional to allow enemy to flank them (obviously with another squad). They may appear uneffective at a distance, but at point blank range they shread every target.
4. Warpfire throwers have aoe dmg, less restrictive firing angles, and require more micromanagement.
Right? I mean what were they shooting?
Unless they came at you from the back or line of fire was obstructed.