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Just beware if you fight in a region they control and have build a wall building. Warpbombs can truly ruin your day.
Playing as Tomb Kings right now, and for instance; if they summon clan rats and Ushabti are standing near they literally rout instantly before even fighting.
Greenskins can keep some trolls there with the same effect as ushtabi of them running the moment they realize trolls are nearby.
The vampire counts...well, they don't really have a back line, and everything causes fear at least.
High Elves have it a bit rougher, but a unit of Rangers (yes, the T1 unit) will simply do so much damage to the summoned clanrats so quickly that they'll rout straight away.
Dark Elves, have it much rougher, as their cheap DPS unit causes rampage, and the goal is to get rid of the clanrat summon, not make it stay and fight to the death (that path leads to Warp Bombs), and their monsters are generally too useful on the front line.
Lizardmen...um...go ahead, clanrats, attack the giant dino, or the salamander hunting pack. I DARE YOU.
Dwarfs? Um...only the artillery and Thunderers are under any threat at all. So keep just a 'whatever' nearby to run them off.
Wood elves? I suppose if the clanrats don't damage-rout from the opening volley from just showing up around asrai archers, they could be an issue, but any of the wood elf melee units (literally any) will shatter them in the blink of an eye. Including Eternal Guard.
Empire? This one is rough. We're talking Dark Elf rough. Because anything that can insta-rout them is WAY too valuable to be hanging out in the back generally. So I keep a unit of 'sacrificial flagellants' back there, that are only to fight menace below summons, and chase things once I win.
Vampire Coast? It all causes fear, and bonus, Depth Guard, while very valuable, are too fragile to be up front. So I keep a unit of them back with the artillery. That way they can't get swarmed (so they can make good use of their innate Hunger). Which means they butcher clanrat summons, and sneaky flankers. Once I'm free of that issue, I move the depth guard up to join in on any frontline fights that could use some support, as a flanking force, and watch the carnage.
Chaos? Um...go ahead, attack the hellcannon. Go. Right. Ahead. If you manage to defeat the Chaos Dwarf crew, the cannon will try to eat you. Good job. Also, it's no longer shooting my Chosen.
second, make the spawned unit flee asap. Several way to do it, but fear or terror inducing unit as well as heavily damaging charge in the back are useful for that.
third, you don't need more than one unit kept in the back to handle that.