@_Echunia Also tilting your unit to face as far away as possible from them can make it harder for the as well. Failing that a fireball or unit handgunners can do the trick ;)
#T9A tip of the day 3: when using chaff, consider using it to block the opponents chaff instead of their Killy unit. Especially if you have first turn. This can be as good as killing it on a key turn and can prevent an aggressive move from your opponent.
@_Echunia To be honest a lot of the time by putting a unit in front it can take enough movement away with them having to stay 0.5 inches away that they can’t get in position. Forcing match tests can also help.
#T9A tip of the day 2: plan you magic phase when writing a list. Knowing that 8 to 5 dice is the most common phase, you can plane what you will and will not have enough dice to cast. Knowing which buffs you may or may not have is a key part of planning your game.
#9thAge tip of the day 1: Heavy chariots are really strong in the current meta. Especially if you can join a few characters together to make a unit. They take buffs well and 3 can break steadfast.
I did briefly wonder how my account on @The_9th_Age went from nothing to a 6 month ban for what is at worst minor infractions, if even that. Turns out if a mod doesn't like you, they can rack up your "points" while you sleep, and not waiting on responses or even on read status :)