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==Unit Analysis== ===Characters=== *'''K芒hl:''' The head honcho retains his ''Grim Efficiency'' from last edition, letting him slap a judgement token onto a visible enemy unit once per turn. Don't think about spamming Kahls, though, because this ability can only be used ''once'' per turn. He also grants any unit he leads ''Kindred Hero'', which gives their weapons ''Lethal Hits''. Because of this, he's a bad pick for Einhyr Hearthguard with Volkanite weapons, since ''Lethal Hits'' and ''Devastating Wounds'' don't mix. His Teleport Crest will let any attached unit ''Deep Strike'', while the Rampart Crest gives the unit he leads a 5++ invuln, making for a tough little bunker of wee men that stand a good change of resisting very heavy firepower. His weapons are the same as last edition, though both melee weapons have lost a point of AP. **Makes an excellent addition to a Einhyr Hearthguard squad, in spite of the Volkanite conflict, granting ''all'' their weapons ''Lethal Hits'', meaning your [[dakka|d6 shot, ''Blast'' grenade launchers]] and melee weapons get the same buff. It's not quite the same as the autowounding [[cheese|cheese]] of last edition, but you're still capable of dumping loads of autowounding hits onto an enemy unit. As a bonus, the Kahl's Rampart Crest gives your Hearthguard a [[awesome|5++ invulnerable save]], making sure your boys will benefit for as long as possible. ** Now at 90 points regardless of wargear, you'll feel more comfortable taking multiple in case your first goes down for consistent ''Grim Efficiency'' applications. *** Leads {{W40Kkeyword|Hearthkyn Warriors}} and {{W40Kkeyword|Einhyr Hearthguard}} *'''Einhyr Champion:''' Still the [[Muscle Wizard|muscle]], this time a little toned down from last edition. The unit he leads (just Einhyr Hearthguard) can re-roll charges thanks to his ''Example of the Einhyr'' ability, which is great if you want to deep strike them. His ''Mass Driver Accelerators'' let his unit get a pseudo-Hammer of Wrath after charging, doing d3 mortals on a roll of 2 to 5, and on a 6 it spikes to d3+3. Can take the standard compliment of crests, with the Teleport Crest granting his unit deep strike and the Weavefield Crest granting ''himself'' a 4++ invuln, which is damn near necessary because while he's a stupidly tough guy he's not a Terminator and [[stupid|lacks a native invulnerable save]]. On the offensive side, sadly, his Darkstar Axe has been [[fail|nerfed]] to no longer ignore damage caps, but that's okay because those don't appear nearly as often and now does 2 damage per successful wound. His hammer is still the big cheese, though, hitting as hard as a lascannon, but with only a -2 to the armor save you might find it challenging to actually bust a tank with it. Definitely a side-grade to how the Champ was last edition, take him if you like running Hearthguard. ** With the Munitorum Field Manual for 10th edition coming out he's now only [[awesome|75]] points, which is damn near half of what he was last edition. *** Leads {{W40Kkeyword|Einhyr Hearthguard}} *'''Br么khyr Iron-Master:''' This guy is your tech-priest, with his ''Br么khyr's Guild'' ability letting him repair d3 wounds on a friendly {{W40Kkeyword|Vehicle}} or {{W40Kkeyword|Exo-Frame}} once per turn, with his Ironkin Assistant bumping that to a flat 3 so long as it's still alive. Why you want him, though is his ''Multispectral Visor'' ability, which adds 1 to his attached unit's hit rolls. His weapons are the same as last edition's, with him coming stock with a grav gun and grav hammer that get ''Anti-Vehicle +2'', and his ECOGs getting weapons that you'll forget about because you'll never use them. ** Now priced at 75 points, he's cheap enough to roll with some Thunderkyn without breaking the bank. *** Leads {{W40Kkeyword|Hearthkyn Warriors}} and {{W40Kkeyword|Br么khyr Thunderkyn}} *'''Grimnyr:''' The bearded geezer returns, and now he's much more of a team player. His ''Fortify'' ability gives the unit he leads +1 to their toughness score, while ''Grimnyr's Regard'' lets his unit ignore battle-shock once per battle. Seeing as how psychic tests are no longer a thing, the CORVs he comes with seem to only provide his guns, but that's fine because it's just more guns to add to a squad. Speaking of guns, the reason you'll want to take him is probably his ''Ancestral Wrath'', which will paste marines with impunity and, on its ''Hazardous'' profile, double its shots. He's lost a lot in versatility, though, with the many good psychic powers available last edition mercilessly trimmed down. ** With the release of the Munitorum Field Manual for 10th edition he's now 75 points, which is roughly a 30% reduction to his cost last edition. [[skub|Whether or not that makes him a worthwhile addition to a squad remains to be seen]]. **If you fail your ''Hazardous'' rolls, you can put the mortal wounds on your CORVs, mimicking last edition. ***Not really; hazardous rule clearly states model with hazardous weapon takes damage, and there's nothing on datasheets allowing CORVS to intercept it. ** Leads {{W40Kkeyword|Hearthkyn Warriors}} ====Epic Heroes==== *'''脹thar the Destined:''' The big man is back and you'll be seeing a lot more of him now that he's not faction-locked. He has the same ''Ancestral Fortune'' ability as he did last edition, though now it only affects himself, which is a fairly hefty nerf. In addition, his ''The Destined'' ability changes ''any'' damage done to him to 1, which is bonkers and will keep him on the table for a good while. Finally, he has the standard ''Grim Efficiency'' ability that all Kahls get that lets him slap a visible enemy unit with a judgement token. '''However''' this doesn't stack with other Kahls because it may only be used ''once'' per battle round, again, a hefty nerf from how it was before. Defensively, his Rampart Crest grants the unit he leads a 5++ invuln, while he himself has a 4++. After [[bullshit|what it was like last edition]], it seems old Uthar isn't the auto-take he was beforehand, but don't let the nerfs fool you. He's still a decent beatstick character that hits on a 2+ with all his weapons and retains the utility of a regular Kahl. **Now 115 points, a 30% reduction over last edition. ** Leads {{W40Kkeyword|Hearthkyn Warriors}} and {{W40Kkeyword|Einhyr Hearthguard}} ===Battleline=== *'''Hearthkyn Warriors:''' As befits the singular troops choice of the Leagues, you're given quite a wide variety of guns and tools so that you can kit them for any situation you see fit. The loss of the HunTR rule doesn't really affect you at all, as all of your weapons, including your heavy weapons, can now be fired on the move by default. Even better, they have the ability to keep points capped even when they're gone so they can keep on fighting. **The weapon choices remain familiar to you. The option between bolters and ion blasters hinge upon your preference of range and rate of fire over strength and penetration, and your specialized weapons boil down to always taking a rotary cannon and magna-rail rifle. The Theyn, on the other hand, can only pick up a Kin Weapon in place of his plasma weapons, giving S5 AP-2 D2 to his two swings. ***Auto Rifle: Just worse than the Rotary Cannon unless you Advance, in which case the unit's shooting is worthless anyway. Do not take. ***Magna-Rail Rifle: Best weapon you can take for heavy targets. ***Missile Launcher: Worse than a Magna-Rail Rifle or Rotary Cannon against everything, and not even as versatile as it looks, largely due to how good the Rotary Cannon is. Do not take. ***Plasma Beamer: There's no excuse for taking this - the Magna-Rail Rifle is better. Do not take. ***Rotary Cannon: Best weapon you can take for softer target. **The gear remains quite effective for your lot. The Medipack gives you a 6+++, the Comms Array lets you recover a CP you spent on this unit on a 5+, and the Pan Spectral Scanner makes all weapons ignore cover. **No matter how you equip them, they will come to 135 points, which is a welcome change from a kitted out squad hitting up to 170 points last edition. Time will tell if the new price is appropriate for them, though, with that T5 and 1 wound not looking too thick with all the ''Lethal Hits'' and ''Devastating Wounds'' enemy units sling out. ===Infantry=== *'''Cthonian Beserks:''' They retain their fight on death ability with ''Cyberstimms'', though now it goes off on a 4+, which is a bit of a bummer since these guys are rather squishy with a 6+ save and only a 5+++ feel no pain to protect them. Their ''Subterranean Explosives'' ability makes a return, with the mole launcher hits slowing an enemy unit it shoots at down on a roll of 4+ by 2", as well as forcing a -2 penalty to advances and charges. Their hammers won't smash up tanks as effectively as they did last edition, but they will butcher almost anything else, and their axes retain the dual profiles of strike and sweep for some [[Rip and tear|horde and marine murdering]]. **Now sitting pretty at 135 points for a squad of 5 with free wargear, this isn't the worst thing you can fire up the board in a Sagitaur, though sadly you won't be able to charge after advancing in one. *'''Einhyr Hearthguard:''' The [[Starcraft|starcraft]] boys are back and tougher than ever, thanks to toughness 6, and when you attach a leader to them they get even harder, with strength 7 and higher attacks getting -1 to wound. Thanks to their 2+ save they laugh at most AP, but thanks to a lack of a native invulnerable save you'll wish the ancestors took a look at Terminator armor before digging holes in the ground. They can take a Teleport Crest for some ''Deep Strike'' goodness, and a Weavefield Crest that adds an 4++ to the stuntie holding it ''only''. Offensively, their grenade launchers lost a point of AP but gain ''Blast'', and their handheld guns remain much the same as well, with the Volkanite Guns getting ''Devastating Wounds''. Your melee attacks are a little anemic, with your hulk hands getting just 2 attacks with a power fist profile, while your plasma blades fare little better with 3 attacks. Meanwhile, your Hesyr's hammer loses a point of AP, which will make it struggle to bust armor effectively. Fortunately, they're a bit better trained than your average grunt, with all their weapons hitting on a 3+, apart from the hammer. **The '''Warrior Pride''' stratagem goes a long way to alleviating their lack of AP, but you can also use '''Ancestral Sentence''' to give their Volkanite guns ''Sustained Hits'' for the chance at extra mortal wounds. **Even though they have grenade launchers, they stupidly [[wat|''don't'']] get access to the {{W40Kkeyword|Grenades}} keyword and therefore [[bullshit|can't benefit from the associated strategem]]. **Attaching a leader to them means they will only ever get wounded on a 4+ unless your opponent feels like firing a lascannon or equivalent at them, making this better than [[cheese|Transhuman Physiology]] ever was. Combine it with '''Void Armor''' to reduce incoming AP by 1 and you have an absurdly tough bunker of models. **Are now a very tempting [[wat|165]] points for a unit of 5 thanks to the latest points update. While still your most expensive foot soldiers, this is a roughly 30% reduction and a welcome change. *'''Br么khyr Thunderkyn:''' Devastator stunties with some scary weapons. Geedubs has seen fit to give their guns a bit more identity, with the Bolt Cannon being a heavy bolter with an extra point of strength, their Graviton Blast Cannon getting ''Anti-Vehicle 2+'' '''and''' ''Blast'', in case you want to mulch any armor that comes within 18", and the Conversion Beamer that lets you gain ''Sustained Hits d3'' on a roll of 4+ thanks to the aptly-named ability [[derp|''Conversion'']]. They can overwatch on a 5+ thanks to ''Oathband Covering Fire'' as well, so putting these guys in a good spot will pay off. Unfortunately, despite being the techies of the Votann, they don't pull triggers better than anyone else and hit on a 4+, so you'll want to attach a Br么khyr Iron-Master to them or target things with judgement tokens if you want to get the most out of them. **'''Ancestral Sentence''' is the only stratagem you should think of using if these guys have grav cannons, since ''Sustained Hits'' will happen more often [[dakka|thanks to the d6 shots]]. The bolter and beamer both have some variation of ''Sustained Hits'', though, and thusly the stratagem isn't as effective unless you have two judgement tokens on a target. **Grav Cannons might be the meta pick but don't sleep on the Conversion Beamers, since getting [[dakka|d3 ''Sustained Hits'' on a 4+]] every time you shoot isn't the worst thing in the world. What's more, thanks to ''Oathband Covering Fire'', so you get an extra d3 shots for every hit during overwatch on a 5+, which will make your gunlines [[MOAR DAKKA|deceptively difficult to approach]]. **A squad of 3 sits at 95 points so you can't afford to not take them. ===Mounted=== *'''Hernkyn Pioneers:''' Quick little dudes on hover-trikes, their ''Scout 9"'' should get them where they're going quick, and their OC of 2 lets them lock down an objective better than most of your other units. Their ''Outflanking Mag-Riders'' lets them jump into strategic reserves at the end of the opponent's turn as long as you're within 6" of a table edge, while their Scanner gives them ''Ignores Cover'' and the Comms Array lets them refund a CP on a roll of 5+ whenever you use a stratagem on them. The Searchlight has taken a bit of a nerf and lets them ignore ''Stealth'' which may come in handy in a pinch but is a definite step down from last edition. Despite how much you want to zip these dudes around the board, their only ''Assault'' weapon is their shotguns, with the Autocannon [[fail|remaining unchanged from last edition]]. Jury is out on whether or not the HYLas Rotary Cannon is better than the Beamer, with the Rotary Cannon doing 6 shots with ''Sustained Hits 1'', compared to 3 shots with ''Sustained Hits d3'' on the Beamer. ===Vehicles=== *'''Sagitaur ATV:''' You'll be wanting a bunch of these this edition, thanks to all the ways you can reposition squads on the table. Firstly, the bad news: [[fail|you're back to squads of 1]], though thanks to the fact that it's a dedicated transport, you can take [[awesome|6]]. The good news, though, might outweigh the bad, with this little truck getting ''Scout 6"'' as well as ''Blistering Advance'', which lets you disembark a squad after advancing. Doing so prevents you from charging this turn, but otherwise your squad can act normally. That's good, but it gets better, with a unit of more than 6 models being placed into the Sagitaur splits it into 2 units, providing a pseudo-combat squad ability that suddenly lets you have multiple little units of guys running all over the board. The buggy itself is a decently tough and zippy platform, with a toughness of 10 and a move of 12". Befitting of a Razorback equivalent, your guns are fairly decent, with the missile launcher retaining versatility while throwing in an improved Sagitaur Missile Launcher profile that might take a bite out of an enemy tank, while the MATR Autocannon remains the anti-chaff choice. The HYLas Beam Cannon, meanwhile is a 2 shot lascannon with ''Sustained Hits d3'', though with a reduced range of 24. Thanks to these, the Sagitaur may be the linchpin of your entire army thanks to the combat squad ability it provides your dwarfs and the scores of special and heavy weapons you can throw around. **Are now 120 points regardless of wargear, which is almost criminally cheap. *'''Hekaton Land Fortress''': Your giant wagon remains as reliable as ever, buffed to T12 so it can reliably weather the odd lascannon. The various missiles it used to carry have now been reduced to a very underwhelming Hekaton Warhead with d6+3 shots, ''Blast, Indirect Fire'' and ''One Shot''. Don't bother with that and give it the Pan-Spectral Scanner for the always useful ''Ignores Cover'' instead. Ion Beamers might be a better choice between themselves and the Bolt Cannons, thanks to ''Sustained Hits d3'', but the real show are the heavy weapons. Thankfully, the Land Fortress doesn't disappoint, with the Heavy Magna-Rail Cannon sporting a dizzying strength of 18, as well as ''Devastating Wounds'' and, bizarrely, ''Heavy''. The Cyclic Ion Cannon, meanwhile, seems to want to be fired at heavy infantry, but AP -2 is a bit underwhelming. Finally, the Heavy Conversion Beamer retains the issues that it had last edition, with its ''Conversion'' ability clashing with its role of getting close and dropping a squad into the thick of it, which is a shame because it gets 2 shots with ''Sustained Hits d3'' and would be ideal for bullying lighter vehicles. **Aside from just being brimming with guns, its Fire Support rule also makes it reliable as a combat transport. Whenever the fortress hits someone, it marks the enemy for the turn, allowing anyone that disembarks it to re-roll to wound when they attack the enemy next. **Dropped to 245 points with the edition change. Throwing a squad of Hearthguard and an Einhyr Champ inside this will run you 485 points, which isn't that bad for a brick of extremely tough models. Whats more is that thanks to ''Fire Support'' that unit will re-roll wound rolls against an enemy unit targeted by the Land Fortress during the shooting phase, which is perfect for Volkanite Hearthguard so they can fish for ''Devastating Wounds''. It's also your [[bullshit|''only source of re-rolls in the entire index'']]. {{Warhammer 40k Tactics}} [[Category: Warhammer 40000 Tactics (10E)]]
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