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Warhammer 40,000/10th Edition Tactics/Leagues of Votann
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===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. *'''Brôkhyr 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 Brôkhyr 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.
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