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Warhammer 40,000/9th Edition Tactics/Fortifications
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=Why Play Fortifications= Fortifications offer a rather wide array of options, especially the faction specific ones, but basically they all serve to supplement your army. The unaligned Fortifications offer additional ways to do things which your faction might not otherwise be able to do, while the faction specific fortifications vary a lot. ====Pros==== *Buildings are extremely tough; toughness 8+, 15+, and 3+ armor wounds are common. *Fortifications can allow things that your faction other cannot take, such as buy-able terrain, invulnerable saves, or a tough transport to hold models in (such how all the Dark Eldar transports are made of paper...). *Unaligned models can usually be fielded in any army without losing army bonuses. *Building transports (using "transport" loosely) don't have the same keyword restrictions that your army has on their transports (so your primaris can hide in that Fortress of Redemption along side your Firstborn in the same transport). ====Cons==== *Prices hiked to avoid balance problems for Unaligned units being added to any faction, so cost efficiency isn't guaranteed. *Without keywords, your buildings are hard to buff. *Fortifications don't move, ''glares harder at the Tau and Necrons,'' which makes your structures less tactically flexible than even the slowest tanks. *Dash for WS units are hit automatically in close combat (which is all the builds). *Any weapon can theoretically damage a building in 9th, so they lose an odd wound to small arms fire. *Don't expect too much GW support. You're probably not getting a codex here. *These guys get mothballed at an alarming rate. It can be hard to find a good selection at your local store, if they're even in production anymore. *Transport issues since they are usually really large models.
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