a few pointers:
- be aware of its short range of 15 inch. Although this is out of charge range of all infantry units, you USUALLY will find yourself WITHIN that charge range most of the time. Decide if a possible charge can or cannor withstand a Stand & Shoot reaction should it be charged. If it can, flee! Hope you flee somewhere near it's parent Clanrat unit to be able to rally again.
- It can be snuffed out EASILY by as few as 5 archers. It has only one wound, and only a 6+ save due to it's cavalry base. mind though, because of this base, that your opponent does not get the penalty for shooting at skirmishers! ouch! So, instead either hide them good in the starting phase of the game, and get them out when they are needful, or make sure that whatever CAN shoot at you, has a more pressing other target to shoot at (like an oncoming unit of infantry)
- Remember that it is Stand OR shoot, so make sure you are in time where you want him to be. I like to look at it like chess: You use this model to guard off a certain area, making sure that MIGHT your opponent get there, he will be shot at mercilessly.
- another nifty trick: scared that a monster, or unit or whatever is going to charge your precious (clanrat) unit, and you cannor get out of the way in time? Place a ratling gun right in the path of charging, forcing him to charge the weapon team, and thus forcing him to eat some warpstone first. If that doens't kill that unit (or make if flee away) h very well will get the team killed anyway, but in the overrun move of that opponent, he will bump into your precious unit, but that fight will not be fought until YOUR next CC phase - enough time to charge one of your other units in the flank of that, deny them ranks and maybe even save the day! Very Skavenlike
Beware though: don't try this with Warpfire Throwers: you will most likely overshoot, or not shoot far enough.