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==Why play Ratmen Clans?== You have the massive numbers that come with dragging along horde of rats. <tabs> <tab name="Grimdark Future"> ===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 ==Special Rules== *'''Company Standard:''' Grants Fear and Fearless. This gives you quite a bit for a close-quarters squad with no drawbacks at range. *'''Field Radio:''' If the unit contains a hero with the Commander rule, the radius for their commands is extended to 24". You NEED to get one of these if you intend to do more back-seat slave-driving. ==Psychic Spells== *'''Filth (4+):''' Friendly unit within 12" gains Poison on their next melee hits. Necessary if you want to maximize just how dangerous your forces can be. *'''Cracks (4+):''' Two enemy units within 6" takes 2 AP 2 hits. *'''Sickness (5+):''' Enemy unit within 18" takes -1 to hit while shooting your forces, absolutely what you'll want to protect your hordes. *'''Lightning (5+):''' One enemy model within 12" takes a single AP 4 Deadly 3 hit. Pretty much all you can ask for when sniping a hero or heavy weapon. *'''Frenzy (6+):''' One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge. *'''Pestilence (6+):''' Enemy unit within 6" take a hit per model, making this hell for mobs of grunts. ==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 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. *'''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. *'''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. *'''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=== *'''Crawlers:''' Your shoota rats. You've got ten rats, each with carbines and two of them can pick up a special weapon. *'''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. *'''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. ===Vehicles=== *'''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. *'''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. *'''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. *'''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. *'''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. ==Army Building== ===Starter Armies=== ===General Advice=== ===Tactics=== </tab> <tab name="Firefight"> ===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 ==Special Rules== *'''Company Standard:''' Grants Fear and Fearless. This gives you quite a bit for a close-quarters squad with no drawbacks at range. *'''Field Radio:''' If the unit contains a hero with the Commander rule, the radius for their commands is extended to 24". You NEED to get one of these if you intend to do more back-seat slave-driving. ==Psychic Spells== *'''Filth (4+):''' Friendly unit within 12" gains Poison on their next melee hits. Necessary if you want to maximize just how dangerous your forces can be. *'''Cracks (4+):''' Two enemy units within 6" takes 2 AP 2 hits. *'''Sickness (5+):''' Enemy unit within 18" takes -1 to hit while shooting your forces, absolutely what you'll want to protect your hordes. *'''Lightning (5+):''' One enemy model within 12" takes a single AP 4 Deadly 3 hit. Pretty much all you can ask for when sniping a hero or heavy weapon. *'''Frenzy (6+):''' One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge. *'''Pestilence (6+):''' Enemy unit within 6" take a hit per model, making this hell for mobs of grunts. ==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 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" and those within 6" Fast for the turn, which becomes more useful the more models you use this on. Lead From Behind makes them a bit hardier by giving allies within 12" 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. *'''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. *'''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. *'''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=== *'''Crawlers:''' Your shoota rats in packs of three. You've got ten rats, each with carbines and two of them can pick up a special weapon. *'''Stalkers:''' Slugga rats, also in packs of three. 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 Expert:''' Slightly better crawlers with 4+ to quality and defense. This stacked with Relentless makes them more effective, but you're back a lone model. You have free reign across the various weapons available, but you can also grab combat drills, which provides AP 2 to melee. *'''Saboteur:''' 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 Swarm:''' 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 15 points per swarm. *'''Terror Beasts:''' Tanky and dangerous beasts, each comes with 3 AP 1 attacks and Tough 3, making them better at punching. *'''Rat Ogre:''' 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. ==Army Building== ===Starter Armies=== ===General Advice=== ===Tactics=== </tab> </tabs> [[Category:Grimdark Future Tactics]] {{Grimdark_Future_Tactics}}
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