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Warhammer 40,000/10th Edition Tactics/Leagues of Votann
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===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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