Ratkin in KoW 4 – tier and analysis
Hordes of Shock Troops, a Brood Mother who heals her own and eats them too, and a Mutant Rat-fiend on the flank. In the USA, the Ratkin won the US Masters – but that was before the July update; since then, they've been a solid mid-table army. Every unit rated – how to play it, which artefact and spell – plus orders and advice for small, medium and big games.
Ratkin — B
List state: 23 September 2026, after Fracture and ahead of the announced Arrogance.
The Ratkin were bred by Bharzak the Grim, overseer of the Gift-Piers in Zarak, for whom not even an endless supply of slaves was enough. He shut himself away in his laboratory for some thirteen years, and when he came out, a pack of rats followed him – but no longer rats like those of old: these had dwarf, human, elf and goblin mixed in. He named the new race the Gnorr: it was meant to work harder and longer than the other slaves and to breed in enormous numbers. The rats watched, learned, and spent years secretly digging escape tunnels. The uprising cost thousands of Abyssal Dwarfs their lives, and more than a hundred years later, the Ratkin plague many civilised lands – with war machines copied from what they saw in the dwarf factories.
On the table, it's a wall of Hordes: Shock Troops and Warriors in the middle, a Brood Mother healing them from behind, fast Hackpaws on the wing and a Mutant Rat-fiend hunting big targets. The army fields more bodies than anyone else – but its core, the Warriors and Shock Troops, has only Defence 4+.

What the results say
The Ratkin have two stories. In the USA, before the July update, they won almost everything: Northwoods GT (18 players) – first place, 5–0; Adepticon – nine wins in ten games and first place without a loss; Bugeater – three players, 70%, and second and fifth place; and finally the US Masters (64 players) – a 6–0 win, with the four Ratkin lists winning 18 of their 24 games between them and all of them finishing in the top fifteen. Except that Northwoods and the US Masters were won by the same player, and the update hit exactly what was played there: Scurrying Claws now goes off on 5+ instead of 4+, Plague Pots no longer gives Stealthy, and Wretches – Ratpack before, according to tournament reports – have the Vermin trait, so faction orders don't cover them.
In the UK, after the update, the Ratkin are mid-table. At Clash of Kings 2026 (160 players, six games), six lists went 18–1–17, which makes 51.4% – the ninth-best result of twenty factions. The best list finished in 9th place (5–0–1), and the next ones in 54th and 74th. On top of that, the Ratkin took 4th and 7th place at Pannithor Ablaze (16 players), 3rd at Whitburn KoW 3 (12 players) and 16th at Battle Masters (28 players). All the tournaments since July, CoK included, come to 55.1% over 49 games, but in the UK season ranking the Ratkin are only 19th out of twenty. The Data & Dice efficiency model puts them in 17th place – but that's a simulation that ignores synergies and favours high Defence, and the core of the Ratkin army has Defence 4+.
The unit ratings are based on eight lists from after the July update (from seven players), played at Clash of Kings, Pannithor Ablaze and Battle Masters. The 4th-place list at Pannithor Ablaze and the 74th-place list at CoK are the same line-up from the same player.
Hence the B. Since the update, the army has been solid but not dominant – and the American trophies were won by the old version.
A few rules to start with
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Orders. The Ratkin have two of their own, both for the Ratpack trait only – Warriors, Shock Troops and Hackpaws:
- Plague Pots (5+) – the unit gains Ensnare until the start of its next turn. Best used on a Horde that the enemy is about to charge: an opponent with Melee 4+ will hit its front a third less often.
- Scurrying Claws (5+) – the unit gains Strider. It comes in handy when there's a wood or a fence between a Horde and its target.
A Warlord gets them off 70% of the time, a Champion 56%, and a Birthing Daughter with Messenger 75%. Wretches and Vermintide have the Vermin trait – neither of these orders covers them.
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Unlocks. Mother Cryza makes Hordes of Wretches Core, and with a War Chief, Hordes of Warriors in his battalion can grow into a Legion (+40: thirty attacks and Nerve 27+).
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Eat the Weak. The Brood Mother's Drain Life can target a friendly Ratpack or Vermin unit – and then it rolls twice as many dice. Drain Life (14) into her own Vermintide or Wretches deals almost six damage to them and removes just as much from a chosen unit within 6 inches of the Brood Mother. The friendly unit doesn't take a Nerve test afterwards, but if it ends up Devastated, it's removed from the table immediately.
Warlords
Model photos: © Mantic Entertainment Ltd. Images used with permission.
War Chief — C+

War chiefs try to outdo each other in cruelty to catch the Brood Mother's eye. The best of them – according to a dwarf spy's report – are granted an honour: a feast, a brief visit to her chamber, and being eaten straight afterwards. That's the one detail they don't know when they accept the invitation.
175 points: six attacks on 3+ with CS (2), Defence 5+, Nerve 15+, Individual, Inspiring, Rallying; a fleabag for 20 (Speed 10). Hordes of Warriors in his battalion can become a Legion.
How to play him: as the fighting Warlord of a list with a Legion of Warriors – a Legion with spears has thirty-five attacks, and at sixteen damage it breaks only 8% of the time. He does over three damage against Defence 4+ himself. Without a Legion, a Brood Mother gives the army a lot more for 20 points extra. The only list with him, with two Legions, finished CoK in 118th place (2–0–4). The artefact from that list: the Blade of Slashing (5) – half a point of damage more for five points.
Brood Mother — A-

The Brood Mother is the absolute ruler and beating heart of the nest – enormous and bloated, yet sharp and cunning. She rules the horde through a mysterious telepathy from the deepest, seventh level of the nest, surrounded by birthing-daughters, and rarely comes up to the surface. When she does stir, she fights ferociously.
195 points: Large Infantry, five attacks on 4+ with CS (1), Defence 5+, Nerve 14+, Very Inspiring, Radiance of Life, Eat the Weak and Drain Life (7) included in the price; the Arcane Library.
How to play her: as a Warlord-medic right behind the Hordes. After her move, Radiance of Life removes one point of damage from her and from every friendly unit within 6 inches, and Drain Life (7) deals over two damage against Defence 4+ and heals just as much – on her or on a neighbour. Eat the Weak is an emergency boost: her own Vermintide, traded for almost six damage taken off a neighbouring Horde. In combat she does just under two damage herself, and with Nerve 14+ she's easy to take down, so she's best kept behind the line. A spell to add: Scorched Earth (3) for 30 – on the enemy hammer before it gets to strike; it goes off 87.5% of the time. The artefact from the lists: the Torc of Command (15), so that orders reach the more distant Hordes.
The most common Warlord since the update: four lists, two of them among the four best.
Mother Cryza — B-
Mother Cryza is a Brood Mother blamed for a plague of terror in the Basilean province of Cortia and further south, all the way to Amuklai – for several plagues and the destruction of Beluggia. She was almost certainly present at the massacre in Perino. Rumour also links her to the birth of Scudku-z'luk.
230 points, a unique unit: Large Infantry, five attacks on 3+ with CS (1), Defence 5+, Nerve 15+, Very Inspiring, Cloak of Death, Ensnare, Lightning Bolt (5) and Bane Chant (3) included in the price. Hordes of Wretches in her battalion are Core.
How to play her: as the Warlord of a list with a mass of Wretches – a 105-point Horde is US 4, so three Hordes bring a lot of scoring to the objectives. Cloak of Death deals one damage to every enemy nearby each turn, and the Bane Chant (3) included in the price goes off 87.5% of the time. Except that Wretches have the Vermin trait, so no faction order covers them, and with Defence 2+ and Melee 5+, they mostly just stand there and soak up damage. Two lists: 54th at CoK (4–0–2, with three Hordes of Wretches) and 127th (2–0–4). As a unique unit, she can't take an artefact.
Scudku-z'luk — B

Scudku-z'luk was born a monstrously deformed rat-fiend. Cryza is said to have taken it to her most secret chambers, to a coven of deranged warlocks, and the ritual lasted three days – the rats on the level above clawed out their own eyes because of the visions. Only two beings came out of the Chamber of Hell: Cryza, with chains in her hands, and the demon prince of the Ratkin, champion of the fifth circle of the Abyss.
320 points, a Titan hero and a unique unit: Speed 10, Fly, thirteen attacks on 3+ with CS (3), Defence 5+, Nerve 19+, Inspiring, Rallying.
How to play it: as a flying hammer and a Warlord in one – over seven damage against Defence 4+ and 5+. It's best sent into the flank or rear of whatever the Hordes have tied up, and it provides Inspiring and Rallying along the way. Except that 320 points is almost one and a half Hordes of Shock Troops, and as a unique unit, it can't take an artefact. Two lists: the best Ratkin list at CoK (9th place, 5–0–1) and one of the weakest (127th, 2–0–4).
Champions
Warlock — B+

70 points, limit [2]: Defence 4+, Nerve 11+, Individual, Yielding; a fleabag for 15. Spells: Lightning Bolt (5) for 30, Bane Chant (3) for 30, Heal (4) for 20, Hex (2) for 10 and the Arcane Library.
How to play him: as a cheap Bane Chant – for 100 points. With Bane Chant, a Horde of Shock Troops does over twelve damage against Defence 4+ instead of ten, and one and a half times as much against Defence 6+; three of the four Warlocks in the lists had exactly this spell. The second spell from the Arcane Library depends on the list: Scorched Earth (3) on the enemy hammer, or Mindfog (3) on a badly battered enemy unit. The fleabag (+15) is for when he has to keep up with the Hackpaws. Artefact: the Banner of Command (20) – as in the best CoK list – or the Inspiring Talisman (30) when a wing is short of Inspiring.
Swarm-crier — B-

Swarm-criers are warlocks driven out of their minds by the power of the Abyss: most have clawed out their own eyes or been blinded by visions, and their fur has turned ghost-white. In battle, they shriek out the teachings of the Wicked Ones and lead the Screech-song – a lament from the days of slavery that makes enemies go weak at the knees and bleed from the ears.
80 points, limit [2]: Defence 4+, Nerve 10+, Individual, Very Inspiring, Yielding; a fleabag for 15.
How to play him: as the cheapest Very Inspiring in the army – he stands behind the middle of the line and keeps several Hordes steady at once. He doesn't fight himself, and with Nerve 10+ he dies to anything. Since the update, the lists with him have gone just 6–0–9, although the 7th-place list at Pannithor Ablaze played two of them instead of a Warlord. The artefact from the lists: the Shroud of the Saint (25) – Heal (3), one and a half points of damage removed per turn.
Birthing Daughter — C+

125 points, limit [2]: three attacks on 4+, Defence 4+, Nerve 13+, Individual, Inspiring, Messenger and a Blight Pistol – three shots at 12" with Piercing (1).
How to play her: as an orders specialist – with Messenger, she gets Plague Pots and Scurrying Claws off 75% of the time instead of 56%, and with the Banner of Command (20), 87.5%. Except that she costs 45 points more than a Swarm-crier, who provides Very Inspiring. Two lists, including two Birthing Daughters in the list that came 4th at Pannithor Ablaze.
Twitch Keenear — B-

Twitch Keenear is a one-eyed warlock with reddened fur and thinning teeth. It was he who, with the dread Eye of the Abyss, summoned Anag'rha'su, lord of the sixth circle – and the mighty Arch-Fiend later sent him into the Halpi Mountains after artefacts of power for the Arch-Fiend's own plans.
145 points, a unique unit: Defence 4+, Nerve 12+, Individual, Inspiring, Eye of the Abyss, Bane Chant (3) and Hex (3) included in the price; the Arcane Library.
How to play him: as a second reliable Bane Chant (87.5%) with Inspiring thrown in – together with a Warlock, two Hordes of Shock Troops get CS (2) in the same turn. The only list with him is the best Ratkin list at CoK, with Veil of Shadows (4) bought for 35 – it goes off 94% of the time and gives Stealthy to Hordes within 6 inches, which Plague Pots no longer does. As a unique unit, he can't take an artefact.
Master Scurrier — C-

155 points, limit [1]: Speed 7, four attacks on 3+ with CS (1), Defence 4+, Nerve 12+, Duellist (D3), Feint, Individual, Scout, Stealthy, Vicious and a Blight Pistol at 12".
How to play: as a hero killer – against a hero, over three damage against Defence 4+ on average. Except that there's no Inspiring, and in the Champion slot a Warlock with Bane Chant, for 100 points, gives a whole Horde a lot more. None of the lists included this unit.
Brute Enforcer — D

Brute Enforcers keep order in the slave pits and grow fat on whoever dies at an Enforcer's hands, and in battle, the Enforcers march between the hordes and cut down stragglers. Working shoulder to shoulder with the dwarfs, the Brutes came to admire the dwarf masters – and to this day, a Brute's fur is braided in the dwarven fashion.
140 points: Large Infantry, three attacks on 3+ with CS (2) and Brutal (1), Defence 5+, Nerve 13+, Rallying; no Individual and no Inspiring.
How to play: Rallying on a 140-point hero – while Hordes of Warriors and Shock Troops standing side by side already give it to each other. In combat, just under two damage. Since the update – not a single list.
Core
Warriors — S

Regiment 85, Horde 150. Melee 5+, Defence 4+, Ratpack; the Horde has Rallying. Spears for 10 or 15 points (three or five more attacks and Phalanx), and with a War Chief in the battalion, a Horde can become a Legion.
How to play them: the 85-point Regiment is the cheapest US 2 in Core – unlocks, objectives and bodies with the hammers standing behind them. They won't hit hard: two damage against Defence 4+. Spears are worth giving to the Regiments on the wings, where cavalry might come crashing in. The Horde and the Legion only make sense as an anvil. An artefact would be a waste of points.
All eight lists since the update, 25 units – most often three Regiments per list.
Shock Troops — S

The Shock Troops are made up of those born bigger, stronger and meaner than their siblings. Their job is to soften the enemy up before the Warriors drown it in numbers.
Troop (Aux) 90, Regiment 120, Horde 220. Melee 4+, Defence 4+, CS (1), Ratpack; the Horde has Rallying and Nerve 24+.
How to play them: only as a Horde – hammer and anvil in one. Thirty attacks make ten damage against Defence 4+, over twelve with Bane Chant, and twenty from the flank. At fourteen damage, it breaks only 17% of the time. Two or three Hordes in the middle of the line, with Plague Pots before the enemy charges and the Brood Mother behind them. Artefacts: the Brew of Sharpness (45) – over thirteen damage against Defence 4+ – or the cheaper Blessing of the Gods (25), almost twelve. Both featured in the lists.
Seven of the eight lists, twenty Hordes.
Wretches — B-
Wretches are the lowest of the low – emaciated, starved and broken. When they're not cannon fodder for the enemy, they're simply meat – for the rest of the army.
Horde (Aux) 105: Melee 5+, Defence 2+, Nerve 20+, US 4, Vermin. With Mother Cryza in the battalion, they're Core.
How to play them: as the cheapest US 4 in the army – they stand on an objective and keep the enemy busy for a turn or two. With Defence 2+, they melt away quickly, and the Vermin trait cuts them off from faction orders. They also come in handy as a battery for Eat the Weak. The only list with them (54th at CoK, 4–0–2) played three Hordes as Core under Cryza.
Vermintide — B-

Troop (Aux) 65, Regiment (Aux) 95. Large Infantry, Height 1, Melee 5+, Defence 3+, Vicious (Combat), Wild Charge (D3), Vermin.
How to play them: as the cheapest chaff – the 65-point Troop blocks charges, screens the Hordes and takes the first blow. In combat alongside a Mutant Rat-fiend, they have Melee 4+ (The Chittering Throng). They're also the best battery for Eat the Weak: the Brood Mother eats them in exchange for almost six damage taken off a neighbouring Horde. The Troop, not the Regiment. Two lists, with two Troops each.
Nightmares — C+

Troop 140, Regiment 230. Large Infantry, Melee 4+, Shooting 4+, Defence 5+, CS (1), Vicious and Blight Cannons at 12"; the Regiment has Rallying.
How to play: the only Core unit with Defence 5+ and shooting. The Troop is a tough brick for blocking and finishing things off – over three damage against Defence 4+ in combat. The 230-point Regiment does twice as much, but a 220-point Horde of Shock Troops hits harder and has Nerve 24+. The best CoK list played two Troops.
Specialists
Scurriers — C

Troop 130, Regiment 160. Speed 7, Melee 5+, Shooting 5+, Defence 3+, Feint, Scout, Stealthy, Vicious and Blight Throwers at 18".
How to play: fast shooters for harassment – after a Halt!, a Regiment does about three and a half damage against Defence 4+. With Defence 3+, they won't survive a counter-charge, and they're competing for the Specialist slot with the Hackpaws, which do more. Nobody has taken them since the update.
Hackpaws — A-

Hackpaws are riders of mawbeasts stolen from the goblins. They ride them with wild glee until the animal collapses from exhaustion – then the rest of the nest eats it, and the rider takes the next one.
Troop 105, Regiment 160. Cavalry, Speed 10, Melee 4+, Defence 4+, Nimble, Thunderous Charge (1), Vicious (Combat), Ratpack.
How to play them: they're the army's only cavalry – Speed 10 and Nimble. The 105-point Troop hunts war machines and wizards, and a Regiment charging into a flank does over twelve damage against Defence 4+, six from the front. With Nerve 12+ and 15+, they won't last long in combat, so they're best used to strike where the enemy can't hit back. As Ratpack, they can get Scurrying Claws – and then a wood won't stop their charge. An artefact would be a waste of points. Three of the four best lists had one unit of them – a Troop twice, a Regiment once.
Tunnel Runners — B

Regiment 210: a chariot, Speed 8, Melee 4+, Defence 5+, Nerve 16+, CS (1), Brutal (1), Thunderous Charge (1).
How to play them: they're the strongest charge in the army – ten damage against Defence 4+, and six even against 6+. After the charge, they don't last long: at ten damage, they break 72% of the time, so they're best sent into whatever the Hordes have already tied up. Artefact: the Brew of Sharpness (45) – over thirteen damage – or the Blessing of the Gods or Chant of Hate (25 each) – almost twelve. Four lists, but only one in the top half of the table: 7th place at Pannithor Ablaze, with four of them at once.
Support
Clawshots — D

The Clawshot is a long, arcane rifle for those who prefer to shoot from the top of a hill, from behind a large pavise. A hill also makes it easier to run away.
100 points: Troop, Heavy Infantry, Shooting 5+, Defence 5+, Nerve 10+ and Long Rifles – five shots at 36" with Piercing (2) and Reload.
How to play: after a Halt!, a little over two damage against Defence 4+ – next to nothing. The 95-point Shredder shoots further and breaks morale. Nobody took them.
Night Terror — C+

130 points: Monster, Speed 9, five attacks on 3+ with CS (2), Defence 5+, Nerve 14+, Height 3.
How to play: cheap, fast US 2 for grabbing distant objectives and finishing things off. On its own, it does just under three damage, and it takes up a Support slot that the Rat-fiend is fighting over. Two lists, one in each.
Death Engine Spewer — B-

175 points: Monster (chariot), Speed 6, D6+7 attacks on 4+ with CS (1), Shooting 5+, Defence 4+, Nerve 16+, Fearless and a Rattlecannon at 18" with Piercing (2). The Impaler variant for 10: Speed 8, Defence 5+, CS (2), Rampage (D6) and Vicious in combat, without the cannon.
How to play it: only as an Impaler (185) – almost seven damage against Defence 4+ into infantry, with Defence 5+ and Fearless. Nobody has taken the cannon since the update. The 7th-place list at Pannithor Ablaze played four Impalers. As a Monster, it can't take an artefact.
Tangle — C+

The Tangle is a frame of rusted girders left over from failed experiments, topped with a stinking nest full of puss-bloats – blind, swollen creatures magically chained to the structure. The whole thing is carried into battle by a carpet of plague-ridden rats, while an armoured Swarm-crier rides at the back and directs their power.
165 points, a Titan and a unique unit: Speed 5, nine attacks on 5+, Defence 4+, Nerve 14+, Aura (Headstrong), Fearless, Inspiring, Rallying, Vicious (Combat), The Will of the Nest and spells included in the price: Bane Chant (1), Lightning Bolt (3), Hex (1), Weakness (1).
How to play it: as a support package for the Hordes nearby – Inspiring, Rallying and Headstrong – plus four weak spells. With Speed 5, it stands in the middle and waits for the fight to come to it. One list – the best Ratkin list at CoK. As a unique unit, it can't take an artefact.
Mutant Rat-fiend — A+

Most of the creatures from the breeding pits die right after birth. Now and then, though, one of these abominations holds together and turns out fit for work – unstable and fearless, it goes after the enemy in wartime, or simply whenever it gets hungry.
235 points, Titan: Speed 7, nine attacks on 3+ with CS (2), Vicious (Combat), Slayer (6), Defence 4+, Nerve 18+, Fearless, Regeneration (5+), Strider, The Chittering Throng.
How to play it: as a self-sufficient monster that doesn't need a hero nearby. Against infantry, it does almost six damage against Defence 4+, and against large infantry, large cavalry and monsters – almost ten, so it's best used to hunt enemy hammers. Regeneration keeps it going for a long time, and Vermintide fighting alongside it have Melee 4+. Nobody gave it an artefact, although as a Titan it can take one.
Five of the eight lists and three of the four best; the 118th-place list at CoK took two.
Blight Spewer — B

95 points, limit [2]: War Engine, Shooting 4+, Defence 5+, Nerve 10+ and ten shots at 12" with Piercing (1), without Reload.
How to play it: it drives and shoots – after a Halt!, over four damage against Defence 4+, and over three on the move. It's best right behind the Hordes: it finishes off whatever has been fighting them, or clears away chaff before a charge. With Nerve 10+, it falls to anything, so it doesn't belong in the front line. Both lists with it finished in the top half of the table (9th and 54th at CoK).
Shredder — B

95 points, limit [2]: War Engine, Shooting 5+, Defence 5+, Nerve 10+ and a Shredder at 48" – four shots with Blast (D3), Piercing (1), Reload and Shattering (1).
How to play it: it stands at the back and shoots from the first turn – after a Halt!, almost three damage against Defence 4+, and Shattering (1) raises the chance that the target breaks. Best in pairs, into a unit that's about to take a Nerve test. Three lists, seven models; the Battle Masters list had three – across two battalions.
How to play Ratkin
The four best lists
- Scudku and the wizards (9th at CoK, 5–0–1; 14 units, US 27 – the fewest of the Ratkin lists at CoK): Scudku-z'luk, Twitch Keenear with Veil of Shadows (4), a Warlock on a fleabag with the Banner of Command, Mindfog (3) and Scorched Earth (3); two Hordes of Shock Troops, three Regiments of Warriors (two with spears), two Troops of Nightmares; a Regiment of Hackpaws; a Mutant Rat-fiend, the Tangle and a Blight Spewer.
- Brood Mother and a wall of Hordes (4th at Pannithor Ablaze, 2–0–1, and 74th at CoK, 3–0–3 – the same list from the same player; 16 units, US 34): a Brood Mother with Scorched Earth (3), two Birthing Daughters, a Warlock with Bane Chant; three Hordes of Shock Troops (one with the Brew of Sharpness), three Regiments of Warriors and a Horde of Warriors with spears, two Troops of Vermintide; a Troop of Hackpaws; a Night Terror and a Mutant Rat-fiend.
- Cryza and Wretches (54th at CoK, 4–0–2; 17 units, US 39, two battalions, no Champions): Mother Cryza, three Hordes of Wretches as Core, two Hordes of Shock Troops (one with the Blessing of the Gods) and a Regiment of Shock Troops, a Mutant Rat-fiend and two Shredders; in the second battalion, a Brood Mother, three Regiments of Warriors, a Troop of Hackpaws and two Blight Spewers.
- Chariots and Impalers (7th at Pannithor Ablaze, 2–0–1; 14 units, US 30, no Warlord): two Swarm-criers (one with the Shroud of the Saint), two Regiments and two Hordes of Warriors, four Tunnel Runners (with the Boots of Striding, the Blessing of the Gods, Chant of Hate, and one without an artefact) and four Death Engines as Impalers.
The common denominator: Warriors in all four, and Hordes of Shock Troops, the Rat-fiend and Hackpaws in three. Tunnel Runners in only one – but four of them at once.
Game plan
- Deployment. Hordes of Shock Troops in the middle, Regiments of Warriors between them and on the wings, the Brood Mother right behind the Hordes, Vermintide out in front as a screen, Hackpaws and the Rat-fiend on the flank, war machines behind the infantry.
- First turns. The Vermintide go out in front and catch charges. The Shredder shoots from turn one, and the Blight Spewer moves up behind the Hordes. Scorched Earth goes on the enemy hammer before it gets to strike.
- The clash. Plague Pots goes on the Horde that the enemy is about to charge, and Bane Chant on the one that's doing the charging. The Brood Mother heals – Radiance of Life after her move, Drain Life in combat, and when needed, Eat the Weak on her own Vermintide. The Hackpaws and the Rat-fiend come in from the side.
- Endgame. The Hordes (US 4) and Regiments of Warriors stand on the objectives, while the Hackpaws grab the distant ones.
What to be scared of
- Shooting. Warriors, Shock Troops, Hackpaws and the Rat-fiend have Defence 4+, Vermintide 3+, Wretches 2+ – and Plague Pots no longer gives Stealthy.
- Losing the Brood Mother. With Nerve 14+, she's an easy target for shooting and charges, and without her, the Hordes lose their healing.
- Weak morale at the back. The war machines, the Warlock and the Swarm-crier have Nerve 10+ or 11+.
- Copying lists from the USA. They won before the update – Scurrying Claws on 4+ and Plague Pots with Stealthy are a thing of the past.
Small games
Up to 1000 points:
- a Brood Mother (195);
- a Horde of Shock Troops (220) and two Regiments of Warriors (170);
- a Troop of Hackpaws (105);
- a Mutant Rat-fiend (235);
- a Troop of Vermintide (65).
990 points in total and seven units: one Horde to do the hitting, two Regiments for the objectives, a fast flank, a monster and a screen. Cryza (230) and Scudku (320) are too big a chunk of such a small army.
Medium games
At 2000 points – the list that came 4th at Pannithor Ablaze, minus one Birthing Daughter, the Night Terror and the Brew of Sharpness:
- a Brood Mother with Scorched Earth (3) (225), a Birthing Daughter (125), a Warlock with Bane Chant (100);
- three Hordes of Shock Troops (660);
- three Regiments of Warriors (255) and a Horde of Warriors with spears (165);
- two Troops of Vermintide (130);
- a Troop of Hackpaws (105);
- a Mutant Rat-fiend (235).
Exactly 2000 points in total, fourteen units and US 31.
Big games
At 2300 points, the best bet is one of the four lists described above. A second battalion only comes after four Core units in the first – and in the CoK and Battle Masters lists that had one, the second Warlord was a Brood Mother. A Legion of Warriors needs a War Chief in the same battalion.
Pitfalls:
- Mass instead of Hordes. The Ratkin lists at CoK averaged 32.8 US – the most in the whole field – and the best one had the fewest, 27. The number of bodies doesn't win on its own.
- Wretches as the backbone. Without faction orders and with Defence 2+, they just stand there.
- Big heroes. Scudku at 320 and Cryza at 230 were each played twice – Scudku in the best list (9th at CoK), Cryza in 54th place, and the two together in the 127th-place list.
In fourth edition, the Ratkin win with what stands next to the Hordes – a Rat-fiend, chariots, magic and healing – not with sheer numbers of rats. The American trophies were won by the pre-July version; the post-update one is a solid mid-table army – with Hordes of Shock Troops, a Rat-fiend and a Brood Mother who still knows whom to eat.
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