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==Unaligned== *'''Aegis Defense Line (Defence Network)''': Largely unchanged from 7th, with the notable exception of how cover works in 8th. It's far better for moderately-armoured static infantry (no longer giving any bonus to non-infantry) like devastators. Cowardly Tau or Guard can no longer cheese out 2++ from it, but that's not really a dreadful loss. The line cannot be attacked or damaged, although if you buy it gun upgrades those can be. *'''Imperial Bastion''': The quintessential fort. Nearly double the points this edition hurts, but it does gain the ability to vomit all its bolter shots at whatever it cares to and gives firing points to ten models without facing. Best for housing fragile heavy support, although genestealers or harlequins can camp in it safely, too. *'''Imperial Bunker''': Half a Bastion in almost every way. Cheaper, but lower transport, fire points, toughness, and wounds. Also, no heavy bolters. However, it's half the cost and a reasonable alternative to 10-manning a devastator squad (particularly if you're Long Fangs or Dark Reapers who can't 10-man at all.) *'''Imperial Defense Line (Defense Network)''': Compared to the Aegis, the IDL trades the ability to take guns in favor of adding +1 Ld to Imperium Infantry, while also giving units behind it and not in it the benefit of cover. *'''Vengeance Weapon Batteries''' *: Most of what made these good, or at least playable, is gone in 8th. They're far too expensive and the battle cannon and punisher shots really need a better BS to work. They aren't the worst source of anti-aircraft firepower, especially if your faction has trouble getting it from other places, but the AA guns have very little chance of hitting anything that doesn't Fly. *'''Plasma Obliterator''' *: Hilariously bad. On the surface, it doesn't sound like it should be: a nice big gun, a lot of wounds and toughness, reasonable enough cost for both. However, it has no safe firing mode for its gun and has a BS of 5+. This means that it wounds itself once for every two hits it scores against the enemy. All for the firepower that a single tactical marine with a plasma cannon could give. On top of all this, it's somehow cheaper than the Bastion while keeping the same transport capacity and firing points. *'''Firestorm Redoubt''' *: Two Vengeance Batteries taped to a Bunker. Cheaper than the three taken separately, but that's about all that can be said for it. *'''Fortress of Redemption''': The Dark Angel's once exclusive hangout is as large, expensive and durable as it ever was, but now anyone can use it. It has lost the distinction between the parts, counting as a single building for damage and transport. The transport capacity is a huge 30, but at the same time limited, since only a single {{WH40Kkeyword|INFANTRY}} unit can occupy it at any one point in time, plus any {{WH40Kkeyword|CHARACTERS}}. Which is a shame because the fortress is quite tough. [[Awesome|Toughness 10 and 30 Wounds tough.]] It packs a Twin Icarus Cannon and 4 Heavy Bolters, and has a unique missile system, the Redemption Missile Silo, but without blast templates it's fairly lukewarm. This is doubly true because it actually has degrading BS, reaching the completely useless 7+. If you plan on using it, it's worth taking advantage of the large size. It is large enough to hide tanks behind and the sprawling layout and lack of access points in 8th gives you a decent charge range out of it. *'''Imperial Fortress Walls (Forge World)''' : Big enough to drive a Baneblade through and twice as expensive, this is the big daddy of fortifications. With T10, W40 and a 2+, you'll need two Baneblades just to take it down. It doesn't have any major weapons for all the flare, but it can take eight heavy bolters, lascannons, or long-barreled autocannons and, praise the Emperor, has BS4+ to go with them. You can also put 60+ infantry on top of it, giving them 4++. Unfortunately they are rare to the point that the existence of models can be questioned. If you're Chaos, you could substitute a Helfort, but they're increasingly rare, as well. *'''Macro-Cannon Aquila Strongpoint''': The toughest model any table is likely to see with T10 and 30 wounds. It has a nice transport capacity, although it can still only take one infantry squad. The macro-cannon it fires is... nice with S14 and a minimum damage of 3. However, with the universal shit BS 5+, it is unlikely to score more than a single hit with the thing. *'''Primus Redoubt (Forge World)''' : Hilariously labelled Primaris in the Index. Takes up a Realm of Battle tile to deploy and has a massive titan-strength fuck-off laser. It enjoys being able to actually hit with the thing with BS 4+. Nowhere near as tough as it once was, but also much cheaper in points. At less than a third the cost of a Warhound, it's not a bad way to get a cheap(ish) turbo-laser. It can't really be spammed, though, what with it being a RoB tile. *'''Vortex Missile Aquila Strongpoint''' *: Fixes many of the problems of the Macro-Cannon. The damage from the weapon is a flat d6 mortal wounds, making it good against anything you'd want to smite but with a range of 180". It also *always* explodes when destroyed, which is [[awesome]]. *'''Void Shield Generator''': Does what it says on the tin, giving nearby units (and itself) a 5++ (FAQ'd instead of a damage table) against shooting attacks. The whole unit must be within this bubble, however. It's expensive, but tough. You're often better off with the Skyshield, which is cheaper all around, offers a larger area, and continues to buff units when destroyed, although armies that rely on the save vs shooting or which can further improve their save in some way benefit greatly. Curiously, the generator doesn't explode when destroyed. *'''Skyshield Landing Pad''': A big change from previous editions, almost all for the better. First, it can actually be attacked (and it's pretty tough). It grants a nice 5++ to units on top OR heals d3 wounds on a Flier, both of which are quite good. Finally, if it's destroyed, it counts as a ruin rather than exploding... which gives cover to any unit still on top of it. It's also well cheap. ==== Space Marines & Deathwatch ==== *'''Castellum Stronghold (Forgeworld):''' In case you want to play an army comprised of buildings instead of tanks and soldiers. 3 bunkers and a bigger bunker, with T9 and a total of 56 wounds (3x12 and 20). This realm of battle tile (yes, its 2' by 2') is fairly indestructible and can pack up to 5 heavy weapons, from anti-tank guns to AA or troop mulchers. The tacticus bunker has transport space for 30 guys, and the bunkers for 12 each. Up to 15 and 10 models can shoot out of each of the bunkers. If your army doesn't fit inside completely, they can man the battlements for a cover save. And until the big bunker is destroyed all infantry, bike and dreadnoughts get a 4++ against shooting attacks while inside the stronghold. Oh, and one stratagem per turn costs 1 less CP if your warlord is embarked. Each of the small bunkers can take one of: Twin Heavy Bolter, Twin Heavy Flamer, Twin Lascannon, Multi-melta, Twin Assault Cannon, or Air Defence Missiles. The big bunker can take up to two of: Twin Heavy Bolter, Twin Heavy Flamer, Twin Lascannon, Multi-melta, Twin Assault Cannon, Castellum Air Defence Missiles (d3 shot krak missiles with the AA rule and the ability to fire at units it can't see), Whirlwind Castellan Launcher (2d6 frag missiles at S6 with no need for LoS), castellum battle cannon (nicked from the Leman Russ), Icarus Quad Lascannon (4 lascannon shots with the AA rule), or the pointless Communication Relay (FW meant that the -1CP to strats bonus only occured when you took this, but they named the special rule "Command Relay" instead of "Communication Relay" so [[fail|it comes as standard instead]]). All these guns must target the nearest enemy unit unless there's a friendly unit embarked within. At 550 points without guns this is something of an apocalypse thing.
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