I chose to play Ratkin Slaves, at it seemed no other bugger was, and I wanted to find out if there was a “winning list”.
So whats in the list?
The Rating System
Unashemedly knicked from Elliot
Each unit in the army is given a rating /10 using the scale below.
Note that the score given is how the unit compares to all other units in
the game, not just compared to other units in the army. However, each unit
should be considered in the context of this particular army e.g. a Phoenix in
Salamanders may be rated differently to a Phoenix in the Forces of Basilea.
Units
As units can behave differently at different sizes, and a
role/score in one size may be vastly different to it in a different size.
Ratkin Slaves
Vermintide
|
Score |
|
Reg |
3 |
/ 10 |
Horde |
2 |
/ 10 |
Average
Total |
3 |
/ 10 |
Almost a direct copy from the
Ratkin List, except only available in Regiments and Hordes, chaff unit
competing for chaff spot, where a Reg of Slave Warriors can perform similar
role, with a better threat.
Being Irregular, taking up a
troop slot, for me in this faction, a pass
Slave Wretches
|
Score |
|
Horde |
7 |
/ 10 |
Legion |
6 |
/ 10 |
Average
Total |
7 |
/ 10 |
Available in Hordes and Legions only, these are flimsy
chaff, at defense 2 they are excellent at absorbing Crushing Strength and
Thunderous Charge, as they just don't care.
With Last Breath they can become a good risk/reward unit, as
opponents will pause on hitting them in melee.
Being irregular they need unlocking and do not provide
unlocks, also they have lower Unit Strength.
Last Breath is OK but not great, it could do with a minor
tweak so it has a tiny bit more punch.
Slave Warriors
|
Score |
|
Reg |
8 |
/ 10 |
Horde |
6 |
/ 10 |
Average
Total |
7 |
/ 10 |
Available in Regiments and Hordes only, at Defense 4, they
are sturdier units than the Wretches,
With Last Breath they can become a good risk/reward unit, as
opponents will pause on hitting them in melee.
Being irregular they need unlocking and do not provide
unlocks, also they have lower Unit Strength.
If going to try and capitalise on Last Breath, then Slave
Warrior Regiments are the cheapest way to maximise the units with Last Breath
at 100pts a pop, compared to Wretches Horde at 130pts
Slave Tunnel Runners
|
Score |
|
Troop |
2 |
/ 10 |
Reg |
7 |
/ 10 |
Average
Total |
5 |
/ 10 |
Direct copy of the Ratkin
Tunnel Runners, except have the Slave keyword, so can benefit from some hero's
that affect Slave only.
The fast cav of the faction.
Although Troops are more
nimble, they are using one of the Troops slots that are better used for
Decimators/Last Breath units
Slave Nightmares
|
Score |
|
Reg |
5 |
/ 10 |
Horde |
7 |
/ 10 |
Average
Total |
6 |
/ 10 |
Direct copy of the Ratkin Nightmares, except hordes are 5pts
cheaper and they lose the Rally 1 (which not sure Rally 1 would only cost
5pts), they also have the Slave keyword, so can benefit from some hero's that
affect Slave only.
Hordes also benefit from the
being able to unlock.
Slave Death Engine Impaler
|
Score |
|
Monster |
4 |
/ 10 |
Direct copy of the Ratkin Death Engine Impaler, except have
the Slave keyword, so can benefit from some hero's that affect Slave only.
Each time I try and add this to my lists, there is always something
better to use the points on.
Abominations
Abyssal Halfbreeds
|
Score |
|
Troop |
1 |
/ 10 |
Reg |
6 |
/ 10 |
Average
Total |
4 |
/ 10 |
Sort of competing with the Tunnel Runners for fast attacks,
without the benefits from Rally support.
Not shit, but not wow either.
Again why bother with Troops, you need those unlocks for
either Last breath units or Decimators.
Abyssal Halfbreed Champion
|
Score |
|
Hero |
8 |
/ 10 |
This is a beast of a unit, but is fighting for the same hero
slots.
Fast self inspiring hero/war engine hunter.
Or run it with the halfbreeds to give them an inspiring
source that can keep up
Abyssal Dwarfs
Blacksouls
|
Score |
|
Troop |
1 |
/ 10 |
Reg |
7 |
/ 10 |
Horde |
8 |
/ 10 |
Average
Total |
5 |
/ 10 |
The basic Abyssal Dwarf, cracking for unlocks, esp the
hordes that will unlock 4 Last Breath units.
Benefits from toys like Brew of Strength, Blessing of the
Gods, Hammer of Measured force.
Abyssal Berserkers
|
Score |
|
Troop |
1 |
/ 10 |
Reg |
6 |
/ 10 |
Average
Total |
4 |
/ 10 |
I want to love these guys, IF they get in on combat they rip
the opponent a new one, IF they get in.
Speed 5 with D3 Wild Charge stuntie, they have a good threat
range, but lack a good defense so prone to being shot off the table
Immortal Guard
|
Score |
|
Troop |
1 |
/ 10 |
Reg |
7 |
/ 10 |
Average
Total |
4 |
/ 10 |
Troops – forget em, why even bother in this faction.
These are not bad as reg, unlocks the irregular units, Def5
and regen, these guys can hang about.
Shove the Throwing Mastiff for on em, always, as that’s just
fun and nasty.
Brew of Strength or Hammer of measured force works well on
these guys.
The only unit apart from the War Engine in the whole army
that can benefit from the Iron-casters heal and inspiring.
Decimators
|
Score |
|
Troop |
6 |
/ 10 |
Reg |
4 |
/ 10 |
Horde |
9 |
/ 10 |
Average
Total |
6 |
/ 10 |
Fighting with the Last Breath units for unlock slots.
They are beasts
Hordes are really the only real option for these guys, they are
beasts, but are irregular. 25 attacks in Melee or Range, 16" shooting
threat. They can be avoided quite easily, but are one of the best area of
denial units in the game.
The one shot Mobile Katsuchan, is not worth it esp with
reload.
Slavedriver
|
Score |
|
Hero |
6 |
/ 10 |
Too slow to keep up with the slaves to have the Rally
effective when needed.
Cheap inspiring source and Def5 cannot be sniffed at, but no
punch either.
Overmaster
|
Score |
|
Hero |
9 |
/ 10 |
Only thing stopping this unit from being an auto include, is
that the infernal advance only affects Infantry (not Large Inf).
But as the Rat Slave faction is Inf heavy, this is a diamond
unit for this faction.
Without the Infernal Advance, it is still a Def 6 mini beast.
Love this unit for this faction
Iron-caster
|
Score |
|
Hero |
2 |
/ 10 |
I want to like this unit, but its horseshit.
Inspiring for Hellforged only, Heal for Hellforged only, The
only Hellforged in the list are Immortal Guards and the Katsuchan Rocket
Launcher
Too pricy just for the Fireball
Even more pricy if using for Bane Chant or Lightening bolts
Hard pass
Direct copy from the Abyssal Dwarf list.
If not using Immortal Guard, then the heal and inspiring is
wasted points, unless you use it to inspire/heal/protect the war engines.
Taskmaster on Chariot
|
Score |
|
Hero |
6 |
/ 10 |
Speedy inspiring unit at 110points, give it rally at 125 and
it can help the slaves.
Works better with Tunnel Runners/Nightmares as can be
screened, with infantry it is poking its head over to be shot off.
Overmaster on Ancient Winged Halfbreed
|
Score |
|
Hero |
8 |
/ 10 |
The only flying thing in the faction, it’s a dragon
basically and can hit like a truck.
With it being able to be waivered and the cost pulls it from
an Auto include.
Katsuchan Rocket Launcher
|
Score |
|
War Engine |
5 |
/ 10 |
Abyssal Dwarfs have loads of War Engines, but they only trust those that command the Rats with one! One!
Of the War Engines the Abyssal Dwarfs have, this is the Meh
one, but as the only War Engine this faction can take….
The change to the ignore cover rules hurt this a lot, with
piercing 1 it is OK but not great, as with almost all war engines, singularly
they are crap, but 2 or 3 and they average out.
With a suicide squad list, the war engines are used also for
the final mop up on wounded units.
Legendary Units
Golekh Skinflayer
|
Score |
|
Hero |
8 |
/ 10 |
The trick is getting in into the zone where its flank are
protected, but boosts the Slaves.
Army Total Average 6/10
So what makes this army unique?
- Slave Wretches/Warriors for the Last Breath
- Golekh Skinflayer.
- Abyssal Dwarf n Ratkin combo
So are they shit?
Last Breath
- Vicious, for the Last Breath only, as it is an Abyssal Dwarf contraption that explodes on them
- Change from Piercing 2 to Piercing 3, as they currently are multiple nerfed from the crystal
- Bring back the forced nerve check, I loved this rule before it was fixed in the FAQ within days of me highlighting that RAW it would force a nerve check, it did not change the games I had with the rule in place, but added to the risk to the opponent (esp a double 6 waiver). An the disheartening look in the players soul as they are not only forced to roll damage on their own units, but a nerve check....
- no reform, as they currently are multiple nerfed from the crystal
- 2D6, similar to the crystal, as they currently are multiple nerfed from the crystal
- 3D3, similar to the crystal, as they currently are multiple nerfed from the crystal
- various combo(s) of above
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