Ratmen Clans Tactics: Difference between revisions

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===Heroes===
===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 staff as a melee weapon, but you can buy a flamethrower, blaster or grenade launcher if you're looking to have add in some shooting. Also important are the two rules available for purchase: Absolute Authority grants one friendly unit within 12" Fast for the turn, which is helpful for pushing your troops into battle. Lead From Behind makes them a bit hardier by giving the attached unit a re-roll on their morale check and instead passing on a 4+. Which one of the two you take depends on how you plan on using her, since one works best when surrounded by allies while the other is a security measure for your measly troops.
* '''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.


*'''Champion:''' Probably more of what you expected as a hero with a competitive price. The guns list is a bit slim, though you get a few good choices like the sniper rifle. Your lone melee upgrade grants AP 2. Also relevant is the Safety in Numbers rule, which provides two units within 6" a +1 bonus to morale for the turn, which you'll be using a lot considering how your forces are.
*'''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.
* '''Master Saboteur:''' A sneaky champion with Scout and Stealth. While the guns are rather underwhelming (you're stuck with a pistol, a carbine or a flamethrower), the saboteur also has a really dangerous melee attack with AP 4. If you can keep it alive until you reach combat, you can pretty easily deal a wound on almost anything.  
*'''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.
 
*'''Rat Piper:''' This hero is exclusively stuck to rat swarms and fittingly only has a poisoned melee weapon. That said, they provide their swarm with Regeneration and have the option for Pipers Calling, which grants a friendly unit within 12" 2+ quality for their next morale check. This gives you a good way to support the rats until they reach their intended targets.  
 
*'''Rat Shaman:''' Your basic psychic. He doesn't really have much to him and can't even upgrade his power levels. If you're hurting for extra blocks, then take one.
 
*'''Tangled Psychics:''' The weirdo psychic. Each turn, you roll 1d3 to determine how powerful this jumbled mess is. They lack shooting by default, toting both a rat swarm and a bodyguard for attacks, but you can grab a pistol or flamethrower for that. While they have slightly better venues for combat, you really shouldn't be risking it because they're your only option for something better than level 1 casting.


===Infantry ===  
===Infantry ===  


*'''Crawlers:''' Your shoota rats. You've got ten rats, each with carbines and two of them can pick up a special weapon.
*'''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.
*'''Stalkers:''' Slugga rats. These guys are more aligned to melee, but sacrifice almost their entire armory for that ability. Their only weapon options are flamethrowers and heavy flamethrowers.
 
*'''Weapon Experts:''' Slightly better crawlers with 4+ to quality and defense. This stacked with Relentless makes them more effective, but you're back to 5 models. You have free reign across the various weapons available, but you can also grab combat drills, which provides AP 2 to melee.
 
*'''Saboteurs:''' Scout stalkers. In place of their CCWs, these rats get AP 4 explosives, which makes them very dangerous to keep alive. You will need to distract enemies to maximize their usage.
 
* '''Rat Swarms:''' Even weaker than the other rats, but each swarm has 3 Poison attacks and has both Strider and Tough 3, 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 3.


*'''Terror Beasts:''' Tanky and dangerous beasts, each comes with 3 AP 1 attacks and Tough 3, making them better at punching.
*'''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:''' Sacrifices the 3+ defense for even deadlier weapons. Yep, those heavy drills are AP 4, meaning that they will kill anything they hit below a tank. If you're looking for more attacks, you have the regular combat drills, which give 6 attacks but AP 2. You can even swap out one of those smaller drills for a flamethrower or heavy flamethrower so you can have some firepower.
*'''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===
=== Monsters===


*'''Great 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 Impact 3. This can make the beast versatile, though its melee weapons leave something to be desired - You could buy Poison for them, but it's still only 3 AP 1 attacks.
*'''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.


*'''Giant Abomination:''' And this is even worse than the great terror beast. 12 attacks means that it can drown enemies in attacks while Regeneration gives more protection on top of the 2+ defense and Tough 12. However, you'll notice that melee is all you can do.
*'''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===
===Vehicles===


*'''Death Wheel:''' Not much of a Doomwheel when all you got is a twin flamethrower. Fortunately, it's Fast and has Ambush, while Impact 6 makes it a pain for mobs if it charges.
*'''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 11 transport slots just makes it even better. You can add even more capacity if you feel like making a clown car out of that thing, and then buy guns as well. You could also buy poison for the drill in the place of the extra space, which makes the drill even deadlier.
* '''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. This gun's super machine gun and super flame thrower give you a more durable means of AP 2 that won't be subject to so much fire, while the super rocket launcher is pretty defastating.
*'''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==
==List Building & Tactics==

Latest revision as of 02:48, 14 April 2023

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
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies
Grimdark Future tactics
List Building - Strategy - Special Rules
Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds
Elven Jesters - Eternal Dynasty - Havoc Brothers - High Elf Fleets - Human Defense Force
Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans
Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Titan Lords - Wormhole Daemons