Chaos, because we still don’t have a Children of the Horned Rat book
Artefacts, Command Traits & Abilities
Crown of Conquest: pretty self-explanatory considering the numer of Clanrats
Cunning Deceiver: 33% chance of getting a command point each turn, in addition to the 2 we get for not spending 100pts, useful to get our Clanrats where they need to be
All of them act as mortal wound dispensers.
Arch-warlock seems to be the most surviable of all as he can stand back with his power armour and stay out of harms way.
Thanquol and Warpseer will always stand behind a front line of Clanrats and jump out whenever necessary. Verminlord has a large base so he can cover more board with his 12″ range for core command abilities. In addition we can spend command points on him to summon giant rats should we need them to grab an objective or engage a unit that is unlikely to eliminate them.
Greyseer can deal first punches from afar with his spell along with Warpseer.
Stormfiends are there to either harass back-field units/buffing heroes or grab empty objectives while being quite resilient against non-speel ranged offense.
Magic, Endless & Realm Spells
Greyseer: Vermintide: potentially dealing 6 mortal wounds to 30-model units is always useful.
Verminlord Warpseer: Howling Warpgale: Very useful against fast and/or flying units we don’t want to get to us.
Arch-warlock: Warpstorm&Mystic Shield/Arcane bolt: The first one is very useful against elite armies using multiple small units. As a second spell A-w should cast Mystic shield on himself if the opponent has got any shooting that targets him, if not then we go for an arcane bolt to deal that one more mortal wound.
Warlock Engineer: Warp lighning: We should always overcharge unless our opponent has a way of modifying our cast roll for gloriuous d6 mortal wounds.
Not good against: Armies that can deal with 120 Clanrats quickly, armies that have a lot of missile attacks, armies that have a lot of multi-wound battlelines.