Ratmen Clans Tactics
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| Ratmen Clans | ||
| Setting: | Grimdark Future | |
| Games: | Grimdark Future, Grimdark Future: Firefight | |
| Species: | Ratmen | |
| Version: | v2.50 | |
Note: as v2.50 is in constant development the following might not be accurate.
Why Play Ratmen Clans
You have the massive numbers that come with dragging along hordes of rats.
Pros:
- Lots of Activations
- Cheap Chaff
- Troops with high model counts
Cons:
- Your troops are flimsy as hell
- Your troops aren't all that good with their guns
- Limited customization
- Not many options for heavy weaponry
Army Special Rules
- Lead from Behind: Whenever the hero’s unit fails a morale test you must kill one of its models and the morale test counts as passed.
- Piper's Calling: The hero and its unit get +1 attack in melee when charging.
- Repair: Once per activation, if within 2” of a unit with Tough, roll one die. On a 2+ you may repair D3 wounds from the target.
- Safety in Numbers: Once per activation, pick 2 friendly units within 12”, which get +1 to their next morale test roll.
- Scurry Away: Once per activation, before attacking, pick one other friendly unit within 12” of this model, which may move by up to 6".
Psychic Spells
- Cracks (4+): Enemy unit within 6" takes three AP(2) hits.
- Filth (4+): Two friendly units within 6" gains Poison on their next melee hits. Necessary if you want to maximize just how dangerous your forces can be.
- Lightning (5+): One enemy model within 6" takes a single AP(4) Deadly(3) hit. Pretty much all you can ask for when sniping a hero or heavy weapon.
- Sickness (5+): Enemy unit within 18" takes -1 to hit while shooting your forces, absolutely what you'll want to protect your hordes.
- Frenzy (6+): Two friendly units within 6" can add +3" to Advance moves and +6" to Rush and Charge moves.
- Pestilence (6+): Enemy unit within 6" must roll a number of dice equal to the number of models in the unit, dealing hits for every 2+.
Unit Analysis
Heroes
- Clan Mother: An elite hero and she doesn't slack off. 3+ in quality and defense and Tough(6) means that she's going to be hanging around for a long time. By default she only has a Combat Staff as a melee weapon, but you can buy a Rending Staff-Blaster, crowd-busting Staff-GL or Staff-Flamer if you're looking to have add in some shooting. The most important part of the Mother, however, is the addition of Scurry Away, which is incredibly useful for shifting your massive squads around. This is especially important for keeping your enemies focused on your screening mobs while you get your priority squads out of danger.
- Clan Leader: Your budget hero, given only a 5+ for quality and defense, but in exchange they tend to have the most diverse loadouts. While they can't do anything with their Carbine, they can swap that out for a Pistol, which they can exchange for a Shred Pistol for a point-blank Rending gun or a Flamethrower Pistol for point-blank rapid-fire. Their CCW, in the meantime, can be swapped for either a crowd-swiping Energy Gauntlet, a general-use Combat Drill, a hero-killing Combat Saw or a high-AP Heavy Claw.
- Upgrades: The most significant reason to take this hero is the ability to buy more fundamental special rules. Piper gives Piper's calling to improve a unit's melee effectiveness, Shaman gives access to Psychic spells, Mechanic gives Repair for a more vehicle-heavy army, Command gives Lead From Behind to ensure that Rat Swarms and mobs hold the line at all costs, and Banner Bearer helps keep nearby units from breaking.
- Elite Champion: Slightly cooler than the Clan Leader with a 4+ to quality and defense, but they have a much more limited loadout. If you don't take the Heavy Carbine, you can only buy a Plasma Pistol with a CCW that can become either a Combat Drill or Heavy Claw. The one reason you would want this over the cheaper Clan Leader is because you want this hero to fight closer to the frontlines.
Infantry
- Stalkers: Stabby rats. These guys are aligned to melee, but sacrifice almost their entire armory for that ability. Only two of their lot can upgrade their pistols, giving them either Flamethrowers or Plasma Pistols while two can upgrade their melee weapons. If you intend on using Lead From Behind, you'll be best served by taking either this unit or the Crawlers.
- Crawlers: Your shooty rats. You've got ten rats, each with carbines and two of them can pick up a special weapon alongside the one that can pick up weapons like a Clan Leader. The Flamethrower helps handle crowds, Rocket Launchers demolish flyers and tanks, the Shred Rifle gives mid-range Rending, the Plasma Rifle offers an anti-armor answer and the Heavy Machinegun lets you fire at enemies from far away.
- Saboteurs: Sneaky rats with the mobility trifecta of Stealth, Scout and Strider. Each one comes with Pistols, which you have the option of replacing for either Shotguns or Carbines depending on whether you value AP or range more. You can also purchase a Sniper Carbine for something even more long-ranged.
- Elites: Definitely live up to the name with 4+ to quality and defense. While one model can take the loadout of the Elite Champion, you can also pick up to two special weapons similar to the Crawlers with the exception of having access to the Heavy Machinegun. The only melee option the squad can take are the rather utilitarian Combat Drill.
- Specialists: Three rats with Plasma Guns and Relentless, giving a clear idea what they're meant for. Take them if you really need all those guns and can't afford to just take them on a unit of Crawlers.
- Rat Ogres: Frightening bruisers with 3+ defense and Furious to bolster their dangerous Twin Combat Drills. This does however cost them in being unable to shoot anything unless you buy a model a Flamethrower, and doing that essentially halves the model's combat output. If you intend to field them without the Flamethrowers, you need to be extremely careful with where you send them, because they will absolutely draw combat.
- Rat Swarms: Even weaker than the other rats, but each swarm has three Poison attacks and Strider, giving them the ability to be wherever they need to be in order to die in droves. And droves you will have because these are only 45 points for three bases, each one carrying Tough(3).
Monsters
- Terror Beast: A truly horrifying beast with Fear and Fearless. Even worse is that you can give it a Heavy Flamethrower so it can shoot or buy Impact(3). This can make the beast versatile, in a way, but it will always prefer going into combat to shred troops.
- Abomination: The Terror Beast's bigger, meaner brother. While melee is all it can do, it does so with some incredible gusto with an array of attacks double that of the Terror Beast. It's absolutely tanky as well with Tough(12) with a 2+ defense and Regeneration.
Vehicles
- Death Wheel: A strange contraption armed with a Twin Heavy Flamethrower. Fortunately, it's Fast and has Ambush, making it an unwelcome surprise when you throw this on an enemy's flank.
- Drill Tank: That drill is enough to demolish anything it comes across. The fact that it has Ambush, Fast and Transport(11) just makes it even better by giving it more purposes. You can add even more capacity if you feel like making a clown car out of that thing or instead buy Poison for the drill to make it even more devastating. It also comes with a Twin Rocket Launcher to help soften up or demolish any tanks or flyers at range, but you could instead grab either a Twin Heavy Flamethrower or Twin Heavy Machinegun depending on if you're more focused on infantry.
- Artillery Gun: You're carrying a big gun with Tough(6), but it's Slow. It also has Repair, so you might benefit from buying a couple of them to support each other. By default each one comes with a Twin Super MG for long-range infantry-shredding firepower with Lock-On to make cover a non-issue. If you need something better suited for destroying tanks, you can buy a Twin Super Rocket Launcher. The Twin Super Flamethrower exists if you really need to destroy infantry and don't care as much about long range.
List Building & Tactics
General Advice
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Tactics
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See Also
- Ratmen Clans
- Ratmen Clans Quickplay Armies
- Grimdark Future Tactics
- Grimdark Future List Building
- Grimdark Future Strategy
- Grimdark Future
| Ratmen Clans |
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