Warhammer 40,000/10th Edition Tactics/Leagues of Votann: Difference between revisions

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This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition's]] [[Leagues of Votann]] tactics. [[Warhammer 40,000/9th Edition Tactics/Leagues of Votann|9th Edition Tactics are here.]]
This is the current [[Warhammer_40,000/10th Edition Tactics|10th Edition's]] [[Leagues of Votann]] tactics. [[Warhammer 40,000/9th Edition Tactics/Leagues of Votann|9th Edition Tactics are here.]]
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===Pros===
===Pros===
*Your models are easy to paint and have broad, flat surfaces so you can add a wide variety of different designs and colors, making your guys very customizable.
*Your models are easy to paint and have broad, flat surfaces so you can add a wide variety of different designs and colors, making [[Your Dudes|your guys]] very customizable.
*Your dwarfs are very tough and should stick around on the board for a while.
*Your dwarfs are very tough and should stick around on the board for a while.
*Wide variety of weapons that give you options for tackling most threats on the board.
*Sagitaurs and Pioneers will let you swarm the table with units very rapidly.
*Sagitaurs and Pioneers will let you swarm the table with units very rapidly.
*Points reductions across the board apart from the Pioneers and all your wargear being [[awesome|free]] means you have more space for more units.
*Your [[Magna-Rail Rifle|overpowered bullshit]] has been toned down and people might actually play with you now.
*Your [[Magna-Rail Rifle|overpowered bullshit]] has been toned down and people might actually play with you now.


===Cons===
===Cons===
*Your melee is sparse, with only Beserks approaching anything like what [[World Eaters|dedicated]] [[Blood Angels|melee]] [[Tyranids|units]] are capable of.
*Your melee is sparse, with only Beserks approaching anything like what [[World Eaters|dedicated]] [[Blood Angels|melee]] [[Tyranids|units]] are capable of.
*No native re-rolls to hit or wound ''at all'', making shooting things without judgement tokens frustrating.
*Limited unit variety makes you predictable.
*No native re-rolls to hit or wound ''at all'', making shooting things without judgment tokens [[rage|extremely frustrating]].
*You don't have '''Precision''' ''anywhere'' in your rules, full stop.
*Your ballistic skill is a very average 4+, and getting judgement tokens onto enemies in order to mitigate this requires either having your units die, or using a once per turn ability on a character model.
*Your ballistic skill is a very average 4+, and getting judgement tokens onto enemies in order to mitigate this requires either having your units die, or using a once per turn ability on a character model.
*Void Armour is gone, you're now stuck suffering in the same way everyone else did.
*Void Armour is gone, you're now stuck suffering in the same way everyone else did.
*Your weapons are missing some important abilities like ''Precision'' or ''Anti-Infantry'' and ''Anti-Monster'', putting you at a disadvantage against armies with wide access to them.
*People still remember you from when you were [[cheese|broken as hell]], and [[rage|they're not going to let you live it down]].
*People still remember you from when you were [[cheese|broken as hell]], and [[rage|they're not going to let you live it down]].
*You don't have access to allies like many other factions do, not even the Tau you're business partners with in the lore.


==Faction Rules==
==Faction Rules==
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====Enhancements====
====Enhancements====
*'''Appraising Glare:''' In your command phase you can select an objective that your opponent controls and treat any of their units within range of that objective as having one more judgement token than they currently have (to a maximum of 2). Not quite how things were last edition, but this still should make your opponent wary of trying to take what's rightfully yours.
*'''Appraising Glare (20 Points):''' In your command phase you can select an objective that your opponent controls and treat any of their units within range of that objective as having one more judgement token than they currently have (to a maximum of 2).
*'''Grim Demeanour:''' You can re-roll battle-shock tests for the unit the bearer of this is attached to, and they can ignore modifications to their characteristics (excluding saving throws) and/or to any rolls or tests made by them. This may be a sleeper hit, since this lets you ignore potentially crippling leadership debuffs, but also things like -1 toughness or OC.
**RAW this enhancement does nothing, [[FAIL|because it specifies the that it takes place in the '''Command''' phase and ends after the phase is done.]] Until this is fixed, don't bother with it.
*'''A Long List''' [[Book of Grudges|Your book is still very, very long]]. When the bearer of this destroys an enemy unit, if that unit had any judgement tokens, you can slap one more on another unit that the model can see.  
*'''Grim Demeanour (20 Points):''' You can re-roll battle-shock tests for the unit the bearer of this is attached to, and they can ignore modifications to their characteristics (excluding saving throws) and/or to any rolls or tests made by them. This may be a sleeper hit, since this lets you ignore not only potentially crippling leadership debuffs, but also things like -1 toughness or OC.
*'''Wayfarer's Grace:''' After the bearer of this is destroyed, roll a d6. on a roll of 2 or better they pop back up with all their wounds remaining, as close as possible to where they were destroyed.
**Seeing as how weapon and ballistic skill are tied to weapons now, this probably doesn't let you ignore things like -1 to hit.
*'''A Long List (15 Points):''' [[Book of Grudges|Your book is still very, very long]]. When the bearer of this destroys an enemy unit, if that unit had any judgement tokens, you can slap one more on another unit that the model can see.
**Might see some play on a Brokhyr Iron-Master leading Thunderkyn, who can pop up out of reserves and start blasting.
*'''Wayfarer's Grace (25 Points):''' After the bearer of this is destroyed, roll a d6. on a roll of 2 or better they pop back up with all their wounds remaining, as close as possible to where they were destroyed.
**Not the worst thing to take if you're limited on points and can only take a single Kahl, but does equally well on an Einhyr Champ.
 
===Warspeke's Prospect (Combat Patrol)===
<div class="toccolours mw-collapsible mw-collapsed>
A pretty average run-through of the Kin, but beware the missing gear...
<div class="mw-collapsible-content">
'''Composition:''' 1 Kâhl Warspeke, 5 Cthonian Berserks, 3 Hernkyn Pioneers, 10 Heathkyn Warriors.
*'''Kâhl Warspeke:''' Comes with a Volkanite Disintegrator and Gauntlet. While they can't give ''[Lethal Hits]'', they still auto-mark enemies.
*'''Hearthkyn Warriors:''' Split between Autoch Bolters and Ion Blasters except for the HYLas Auto Rifle and Magna-rail Rifle, but lose the ability to keep objectives capped. You also get a 6+ FNP from a medipack and the Pan-Spectral Scanner's ability to get guns to ignore cover...as well as a comms array that does nothing. All of these gear is stuck on the Ion Blasters, which is a it of an issue since...
**You can split the squad into two packs of 5, so ideally you'd want to keep the blasters and bolters apart. This unfortunately means that the Blasters pick up all the cool gear and likely the Magna-rail and Theyn too. The bolters get to keep the HYLas if you want to keep the range brackets equal.
*'''Cthonian Berserks:''' Has one guy carry twin gauntlets and another the grenade launcher. They're still your melee menaces with their axes and gloves and they can still fight after dying. Your launcher, however, suffers from the loss of its special rule as enemies aren't affected any further from the explosions.
*'''Hernkyn Pioneers:''' Comes with one bike carrying a HYLas Rotary Cannon to cover crowds while the other two kept their Magna-coil Autocannons to better affect MEQs. The Pioneers still get their option to fly into reserves at the end of an enemy turn, but this can't be used on turn 1. You also got gear that has no description, which really just shows how much care GW has when writing them.
 
<u>'''Enhancements'''</u>
*'''Waste Feeds the Void:''' Kâhl Warspeke's unit can re-roll 1s to hit with guns, making this most fit for your Hearthkyn. They can also shoot after falling back.
*'''Prâgmaat Comms Uplink:''' Kâhl Warspeke's unit adds +1 to their OC and can re-roll for battle-shock. Great if you intend to camp your Hearthkyn somewhere.
 
<u>'''Secondary Objectives'''</u>
*'''Toil Earns:''' Mark one objective outside your DZ at the game start. You get 4 VP for each turn after the first where you cap the objective.
*'''Settle a Grudge:''' Pick one enemy that's got a Grudge Token on every turn after the first. You get 4 VP for killing that enemy on that turn.
 
<u>'''Stratagems'''</u>
*'''Pan-Spectral Sweep (1 CP):''' One unit gains ''[Lethal Hits]'' on their shooting.
*'''Payment in Kind (1 CP):''' When one of your squads dies, your remaining forces get to re-roll 1s to hit the enemy responsible.
*'''Skeinwrought Physiology (1 CP):''' Improves the save of one of your units when they're shot. Pretty much Transhuman Physiology except you're the only ones that get it.
</div>
</div>
 
==Wargear==
*'''Weavefield Crest:''' Grants the bearer a 4++ invulnerable save. Available for Hearthkyn Theyns, Einhyr Champions and Hearthguard Hesyrs.
*'''Rampart Crest:''' A souped-up weavefield crest. Grants the bearer's unit a 5++ invulnerable save. Only available on the Kahl and Uthar the Destined.
*'''Teleport Crest:''' Allows the bearer's unit to deep strike. An option for the Kahl, Einhyr Champion and Hearthguard Hesyrs.
*'''Pan Spectral Scanner:''' The bearer's unit gains the ''Ignores Cover'' ability. An option for Pioneers, Hearthkyn and the Hekaton Land Fortress.
*'''Comms Array:''' Each time the bearer's unit is targeted by a stratagem, roll a d6, and on a 5+ you can 1 CP. An option for Pioneers and Hearthkyn.
*'''Medipack:''' Grants the bearer's unit a 6+++ ''Feel No Pain''. Only for Hearthkyn, who will definitely need the extra defense.
*'''Rollbar Searchlight:''' Only available for Pioneers, and grants them +1 to hit against enemy units with ''Stealth'', which just negates the stealth bonus unless you're inside 12".
 
===Ranged Weapons===
*'''Autoch Pattern Bolter:''' 24" A2 S4 AP0 D1. You standard infantry weapon, available on your Hearthkyn and Grimnyr. Lost a point of AP in the edition change.
*'''Ion Blaster:''' 18" A1 S5 AP-2 D1. An alternative to the Autoch Bolter, and much better at killing things with decent armor saves. Lost a point of damage in the edition change.
*'''Autoch Pattern Combi-Bolter:''' 24" A4 S4 AP0 D1. The character version of the Autoch Bolter with twice the shots and a better ballistic skill, found on the Kahl and Einhyr Champion.
*'''Exo-Armour Grenade Launcher:''' [BLAST] 18" Ad6 S4 AP0 D1. Your Hearthguard's shoulder gun, great for clearing hordes.
*'''Bolt Shotgun:''' [ASSAULT] 12" A2 S5 AP0 D1. A boomstick for your Pioneers, and can be fired after advancing.
 
===Pistols===
*'''Autoch Pattern Bolt Pistol:''' [PISTOL] 12" A1 S4 AP0 D1. The standard dwarf sidearm.
*'''Ion Pistol:''' [PISTOL] 12" A1 S5 AP-2 D1. A better pistol for your Hearthkyn Theyns. Since all wargear costs the same you'll be taking this over the regular bolt pistol every time.
*'''EtaCarn Plasma Pistol:''' [PISTOL] 6" A1 S8 AP-3 D2. A pocket handcannon for your Hearthkyn Theyn. Capable of blowing a hole into a marine easily, but you'll have to basically be in melee distance to use it.
 
===Special Weapons===
*'''Volkanite Disintegrator:''' [DEVASTATING WOUNDS] 18" A3 S5 AP0 D1. An option for both your Kahl and your Einhyr Hearthguard. Different to last edition in that the mortal wounds happen on a wound roll of 6, rather than a hit roll of 6.
*'''EtaCarn Plasma Gun:''' 24" A1 S8 AP-3 D2. Always supercharged plasma without ''Hazardous'', found on your Einhyr Hearthguard. The low shot count is underwhelming, but with several ways to get ''Sustained Hits'' buffs, it might be a more competitive option.
*'''EtaCarn Plasma Beamer:''' [SUSTAINED HITS D3] 18" A1 S8 AP-3 D2. An option for your Hearthkyn. Super swingy, and the general lack of rerolls means you won't score that trickshot terribly often.
*'''HYLas Auto Rifle:''' [ASSAULT] [RAPID FIRE 3] 24" A3 S6 AP-1 D1. A super multilaser in a man-portable package. Unfortunately, none of your other guns have ''Assault'' so you can't fire this with anything else if you choose to run.
*'''HYLas Rotary Cannon:''' [HEAVY] [SUSTAINED HITS 1] 24" A6 S6 AP-1 D1. The [[MOAR DAKKA|more dakka]] version of the above. A very competitive pick for a squad that's sitting on the backfield.
*'''L7 Missile Launcher:''' [BLAST] 24" Ad6 AP0 S1 '''''OR''''' 24" A1 S9 AP-2 Dd6. Still the jack of all trades, still the master of none. There are better options for your Hearthkyn to take. Comes as a sidearm with the Sagitaur Missile Launcher.
*'''Magna-Rail Rifle:''' [HEAVY] [DEVASTATING WOUNDS] [[bullshit|18"]] A1 S12 AP-4 Dd3+3. Nerfed into the ground, and yet still one of the better weapons. No rerolls for your army really hurts the usability of this weapon.
*'''Mole Grenade Launcher:''' [BLAST] [INDIRECT FIRE] 24" Ad6 S5 AP-1 D1. An optional gun for your Beserks. Now that it's free, taking this gives your angry, shirtless lads a tiny bit of versatility.
*'''Graviton Rifle:''' [ANTI-VEHICLE 2+] 18" A3 S5 AP-1 D3. Your Iron-Master's main piece and a decently scary gun for weakened tanks.
 
===Heavy Weapons===
*'''Ion Beamer:''' [SUSTAINED HITS D3], Twin Beamers get [TWIN-LINKED], A3 S7 AP-2 D1. ''Used'' to be the anti-MEQ option, but it losing a point of damage makes it less appealing.
*'''Magna-Coil Autocannon:''' A3 S7 AP-1 D2. The primary weapon of a Pioneer bike. Not too bad at pasting marines, but its AP is wanting.
*'''MATR Autocannon:''' 24" A6 S7 AP-1 D2. A rapid fire autocannon for your Sagitaurs and Land Fortress.
*'''Sagitaur Missile Launcher:''' 36" A2 S12 AP-3 D3. One of the main guns on a Sagitaur. A solid option, probably best used for taking chunks out of weakened tanks.
*'''HYLas Beam Cannon:''' [SUSTAINED HITS D3] 24" A2 S12 AP-3 Dd6. A short ranged, 2 shot lascannon for your moon buggy. ''Sustained Hits'' will cause this weapon to spike damage infrequently, so don't expect miracles.
*'''Bolt Cannon:''' [SUSTAINED HITS 1], Twin Cannons get [TWIN-LINKED], 36" A3 S6 AP-1 D2. A longer range, lower strength autocannon with a slightly improved rate of fire. Sagitaurs get this by default, and Thunderkyn and Land Fortresses get this as one of their weapon options.
*'''Graviton Blast Cannon:''' [ANTI-VEHICLE 2+] [BLAST] 18" Ad6 S5 AP-2 D2. These bad boys are your best chance at destroying enemy armor, and aren't too bad at pasting heavier infantry, either. Their short range makes them challenging to use effectively. Found only on the Thunderkyn.
*'''SP Conversion Beamer:''' [CONVERSION] [SUSTAINED HITS D3] 24" A1 S7 AP-1 D3. Probably your most strategic choice. ''Conversion'' will make their ''Sustained Hits'' go off on a 4+, roughly doubling your shots every time you fire. Would be ideal for taking on terminator equivalents, however, the lack of AP is a major hurdle. Another option for the Thunderkyn, and not the worst thing to have pop up out of reserves.
*'''SP Heavy Conversion Beamer:''' [CONVERSION] [SUSTAINED HITS D3] 24" A2 S10 AP-2 D4. A super conversion beamer for your Land Fortress, and likely it's most versatile choice. Not as punchy as the Heavy Magna-Rail, but more reliable.
*'''Cyclic Ion Cannon:''' [BLAST] 24" Ad6+3 S9 AP-2 D2. The heaviest Ion weapon you can take, found on the Land Fortress. Great for mulching terminators and light vehicles, but will struggle against heavier monsters and tanks.
*'''Heavy Magna-Rail Cannon:''' [[wat|[HEAVY]]] [DEVASTATING WOUNDS] 30" A1 S18 AP-4 Dd6+6. Your biggest, baddest gun for the Land Fortress. If the stars align this will wreck a tank in one shot and put anything chunkier on life support, but with one shot and a ballistic skill of 4+ you're better off buying lottery tickets. Bizarrely comes with ''Heavy'' so you can hit on a 3+ when you sit still.
 
===Melee Weapons===
*'''Kin Melee Weapon:''' A2 S5 AP-2 D2. Found on your Hearthkyn Theyns and oddly on two other models in place of any special ranged weapons. Thanks to Geedubs deciding that [[fail|you don't deserve power fists on your basic troops]], the ones you modeled on your Theyns now get this profile.
*'''Plasma Blade Gauntlet:''' A3 S6 AP-2 D1. The default for your Einhyr Hearthguard. Not that bad for carving up squishier stuff, but anything with 2 wounds or more per model isn't going to feel very threatened by this.
*'''Forgewrought Plasma Axe:''' A4 S5 AP-2 D2. An option for your Kahl. Great for carving up marines but not much else.
*'''Darkstar Axe:''' A6 S6 AP-2 D2. One of the options for your Einhyr Champion. A downgrade from the previous edition, this no longer ignores damage caps, lost a point of AP and swings less often, but got bumped to D2.
*'''Heavy Plasma Axe:''' '''Strike''' A3 S6 AP-2 D2 '''''OR''''' '''Sweep''' A6 S4 AP-1 D1. The default for your Beserks. Much like last edition, good for smacking around marines with the strike profile or hordes with the sweep profile.
*'''Concussion Gauntlet:''' Twin Gauntlets are [TWIN-LINKED] A2 S9 AP-2 D2. One of the options for your Hearthguard and Beserks. Not too bad for smacking around anything lighter than a Rhino, but the two attacks are extremely underwhelming.
*'''Concussion Hammer:''' A3 S9 AP-1 D3. An option for your Hearthguard Hesyr instead of the other weapons. Probably not worth it thanks to the low AP and underwhelming weapon skill.
*'''Concussion Maul:''' A3 S9 AP-2 D3. An alternative for your Beserks, perfect for smashing terminators into soup but not the anti-everything it was last edition.
*'''Mass Gauntlet:''' A3 S8 AP-2 D3. Found only on the Kahl. Made for dealing with tougher things, but with the expansion of toughness profiles you won't be [[Imperial Fists|fisting]] a tank or primarch to death anymore.
*'''Mass Hammer:''' A3 S12 AP-2 Dd6+1. A lascannon in the palm of your hand, and an option for your Einhyr Champion. Makes the big man much more dangerous, though the low AP is unfortunate.
*'''Graviton Hammer:''' [ANTI-VEHICLE 2+] A3 S9 AP-1 D3. Found only on your Brokhyr Iron-Master, though would be better on anyone else. If your repairman has to use this, he's in a bad spot.
*'''Ancestral Ward Stave:''' [PSYCHIC] A1 S7 AP-1 Dd3. A force weapon for your Grimnyr. Probably best used for bonking marines that step on your lawn, but the old man shouldn't be near the frontlines to think about using it.
 


==Unit Analysis==
==Unit Analysis==


===Characters===
===Characters===
*'''Kâhl:''' 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 bringing 2 Khals, 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.
*'''Kâhl:''' 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.
** Leads {{W40Kkeyword|Hearthkyn Warriors}} and {{W40Kkeyword|Einhyr Hearthguard}}
**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.
*'''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 invulnerable saves, but that's okay because it comes with a buffed profile that's tailor-made for bullying marines. 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.
** 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|Einhyr Hearthguard}}
*** Leads {{W40Kkeyword|Hearthkyn Warriors}} and {{W40Kkeyword|Einhyr Hearthguard}}
*'''Brôkhyr Iron-Master:''' Talk about a glow-up. This guy is your tech-priest, with his ''Brôkhyr'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.  
*'''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.
** Leads {{W40Kkeyword|Hearthkyn Warriors}} and {{W40Kkeyword|Brôkhyr Thunderkyn}}
** 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}}
*'''Brôkhyr Iron-Master:''' This guy is your tech-priest, with his ''Brôkhyr'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|Brôkhyr 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.
*'''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}}
** Leads {{W40Kkeyword|Hearthkyn Warriors}}


====Epic Heroes====
====Epic Heroes====
*'''Ûthar 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 Khals get that lets him slap a visible enemy unit with a judgement token. '''However''' this doesn't stack with other Khals 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 Khal.
*'''Ûthar 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}}
** Leads {{W40Kkeyword|Hearthkyn Warriors}} and {{W40Kkeyword|Einhyr Hearthguard}}


Line 77: Line 179:
***Rotary Cannon: Best weapon you can take for softer target.
***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.
**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===
===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 horde and marine butchering. They can't be led by anyone, but if you put them in a Sagitaur you'll make them a threat that your opponent can't ignore for very long.
*'''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.
*'''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.
**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]].  
**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]].  
*'''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.
**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.
**'''Ancestral Sentence''' is the only stratagem you should think of using if these guys have grav cannons, since ''Sustained Hits'' will happen more often 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.
**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.


===Mounted===
===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]]. The HYLas Rotary Cannon seems to be the better special weapon between itself and the Beamer, with the Rotary Cannon doing 6 shots with ''Sustained Hits 1'', compared to 3 shots with ''Sustained Hits d3'' on the Beamer.
*'''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===
===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]], and now can only take 3 in any army. 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.
*'''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.
*'''Hekaton Land Fortress''': Your giant wagon remains as reliable as ever, buffed to T12 so it can reliably weather the odd lascannon.
**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.
**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}}
{{Warhammer 40k Tactics}}
[[Category: Warhammer 40000 Tactics (10E)]]
[[Category: Warhammer 40000 Tactics (10E)]]

Latest revision as of 23:04, 23 June 2023

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This is the current 10th Edition's Leagues of Votann tactics. 9th Edition Tactics are here.


Why Play Leagues of Votann[edit]

Pros[edit]

  • Your models are easy to paint and have broad, flat surfaces so you can add a wide variety of different designs and colors, making your guys very customizable.
  • Your dwarfs are very tough and should stick around on the board for a while.
  • Sagitaurs and Pioneers will let you swarm the table with units very rapidly.
  • Points reductions across the board apart from the Pioneers and all your wargear being free means you have more space for more units.
  • Your overpowered bullshit has been toned down and people might actually play with you now.

Cons[edit]

  • Your melee is sparse, with only Beserks approaching anything like what dedicated melee units are capable of.
  • Limited unit variety makes you predictable.
  • No native re-rolls to hit or wound at all, making shooting things without judgment tokens extremely frustrating.
  • You don't have Precision anywhere in your rules, full stop.
  • Your ballistic skill is a very average 4+, and getting judgement tokens onto enemies in order to mitigate this requires either having your units die, or using a once per turn ability on a character model.
  • Void Armour is gone, you're now stuck suffering in the same way everyone else did.
  • Your weapons are missing some important abilities like Precision or Anti-Infantry and Anti-Monster, putting you at a disadvantage against armies with wide access to them.
  • People still remember you from when you were broken as hell, and they're not going to let you live it down.
  • You don't have access to allies like many other factions do, not even the Tau you're business partners with in the lore.

Faction Rules[edit]

  • Eye of the Ancestors: Largely unchanged from last edition. Any time an enemy kills one of your units or by other methods, that enemy gains a Judgment token, with a maximum of two tokens. Any friendly units that target this enemy gains bonuses (+1 to hit for one token, +1 to wound for the second).
    • While still very powerful, this does seriously trim down on the overloading of benefits that plagued last edition, even after the day 1 errata.

Detachments[edit]

Oathband[edit]

Special Rules[edit]

  • Ruthless Efficiency: One enemy unit at the start of the game immediately starts with two grudge tokens, so prepare your biggest guns to blast the warlord to bits. Hell, you actually gain extra CP depending on how fast you kill them (3 CP if you kill them by your second Command phase, 2 CP if you kill them by your fourth Command phase, 1 CP afterwards).

Stratagems[edit]

<tabs> <tab name="Battle Tactic">

  • Reactive Reprisal (2 CP): When a marked enemy shoots one of your units, your unit can immediately shoot them back in retribution.
  • Warrior Pride (1 CP): During the fight phase, while a Leagues of Votann unit is within engagement range of a enemy unit with one or more judgement tokens, you may add 1 to the AP of any attacks made by that unit.
  • Ancestral Sentence (1 CP): In your shooting phase, select a Leagues of Votann unit. Until the end of that phase, that unit gets Sustained Hits 1 against enemies without judgement tokens, and Sustained Hits 2 against enemies with judgement tokens.

</tab> <tab name="Strategic Ploy">

  • Ordered Retreat (1 CP): When a Leagues of Votann unit falls back, pop this and they can shoot and charge.
  • Newfound Nemesis (1 CP): When a Leagues of Votann Mounted or Infantry unit is reduced to below half strength as the result of an enemy's shooting or melee attack, that unit gains 1 judgement token, or 2 tokens if your Warlord was leading that unit.

</tab> <tab name="Wargear">

  • Void Armor (1 CP): It's back. Relive last edition by worsening the AP of an enemy attack against one unit in either the shooting or fight phase.

</tab> </tabs>

Enhancements[edit]

  • Appraising Glare (20 Points): In your command phase you can select an objective that your opponent controls and treat any of their units within range of that objective as having one more judgement token than they currently have (to a maximum of 2).
  • Grim Demeanour (20 Points): You can re-roll battle-shock tests for the unit the bearer of this is attached to, and they can ignore modifications to their characteristics (excluding saving throws) and/or to any rolls or tests made by them. This may be a sleeper hit, since this lets you ignore not only potentially crippling leadership debuffs, but also things like -1 toughness or OC.
    • Seeing as how weapon and ballistic skill are tied to weapons now, this probably doesn't let you ignore things like -1 to hit.
  • A Long List (15 Points): Your book is still very, very long. When the bearer of this destroys an enemy unit, if that unit had any judgement tokens, you can slap one more on another unit that the model can see.
    • Might see some play on a Brokhyr Iron-Master leading Thunderkyn, who can pop up out of reserves and start blasting.
  • Wayfarer's Grace (25 Points): After the bearer of this is destroyed, roll a d6. on a roll of 2 or better they pop back up with all their wounds remaining, as close as possible to where they were destroyed.
    • Not the worst thing to take if you're limited on points and can only take a single Kahl, but does equally well on an Einhyr Champ.

Warspeke's Prospect (Combat Patrol)[edit]

A pretty average run-through of the Kin, but beware the missing gear...

Composition: 1 Kâhl Warspeke, 5 Cthonian Berserks, 3 Hernkyn Pioneers, 10 Heathkyn Warriors.

  • Kâhl Warspeke: Comes with a Volkanite Disintegrator and Gauntlet. While they can't give [Lethal Hits], they still auto-mark enemies.
  • Hearthkyn Warriors: Split between Autoch Bolters and Ion Blasters except for the HYLas Auto Rifle and Magna-rail Rifle, but lose the ability to keep objectives capped. You also get a 6+ FNP from a medipack and the Pan-Spectral Scanner's ability to get guns to ignore cover...as well as a comms array that does nothing. All of these gear is stuck on the Ion Blasters, which is a it of an issue since...
    • You can split the squad into two packs of 5, so ideally you'd want to keep the blasters and bolters apart. This unfortunately means that the Blasters pick up all the cool gear and likely the Magna-rail and Theyn too. The bolters get to keep the HYLas if you want to keep the range brackets equal.
  • Cthonian Berserks: Has one guy carry twin gauntlets and another the grenade launcher. They're still your melee menaces with their axes and gloves and they can still fight after dying. Your launcher, however, suffers from the loss of its special rule as enemies aren't affected any further from the explosions.
  • Hernkyn Pioneers: Comes with one bike carrying a HYLas Rotary Cannon to cover crowds while the other two kept their Magna-coil Autocannons to better affect MEQs. The Pioneers still get their option to fly into reserves at the end of an enemy turn, but this can't be used on turn 1. You also got gear that has no description, which really just shows how much care GW has when writing them.

Enhancements

  • Waste Feeds the Void: Kâhl Warspeke's unit can re-roll 1s to hit with guns, making this most fit for your Hearthkyn. They can also shoot after falling back.
  • Prâgmaat Comms Uplink: Kâhl Warspeke's unit adds +1 to their OC and can re-roll for battle-shock. Great if you intend to camp your Hearthkyn somewhere.

Secondary Objectives

  • Toil Earns: Mark one objective outside your DZ at the game start. You get 4 VP for each turn after the first where you cap the objective.
  • Settle a Grudge: Pick one enemy that's got a Grudge Token on every turn after the first. You get 4 VP for killing that enemy on that turn.

Stratagems

  • Pan-Spectral Sweep (1 CP): One unit gains [Lethal Hits] on their shooting.
  • Payment in Kind (1 CP): When one of your squads dies, your remaining forces get to re-roll 1s to hit the enemy responsible.
  • Skeinwrought Physiology (1 CP): Improves the save of one of your units when they're shot. Pretty much Transhuman Physiology except you're the only ones that get it.

Wargear[edit]

  • Weavefield Crest: Grants the bearer a 4++ invulnerable save. Available for Hearthkyn Theyns, Einhyr Champions and Hearthguard Hesyrs.
  • Rampart Crest: A souped-up weavefield crest. Grants the bearer's unit a 5++ invulnerable save. Only available on the Kahl and Uthar the Destined.
  • Teleport Crest: Allows the bearer's unit to deep strike. An option for the Kahl, Einhyr Champion and Hearthguard Hesyrs.
  • Pan Spectral Scanner: The bearer's unit gains the Ignores Cover ability. An option for Pioneers, Hearthkyn and the Hekaton Land Fortress.
  • Comms Array: Each time the bearer's unit is targeted by a stratagem, roll a d6, and on a 5+ you can 1 CP. An option for Pioneers and Hearthkyn.
  • Medipack: Grants the bearer's unit a 6+++ Feel No Pain. Only for Hearthkyn, who will definitely need the extra defense.
  • Rollbar Searchlight: Only available for Pioneers, and grants them +1 to hit against enemy units with Stealth, which just negates the stealth bonus unless you're inside 12".

Ranged Weapons[edit]

  • Autoch Pattern Bolter: 24" A2 S4 AP0 D1. You standard infantry weapon, available on your Hearthkyn and Grimnyr. Lost a point of AP in the edition change.
  • Ion Blaster: 18" A1 S5 AP-2 D1. An alternative to the Autoch Bolter, and much better at killing things with decent armor saves. Lost a point of damage in the edition change.
  • Autoch Pattern Combi-Bolter: 24" A4 S4 AP0 D1. The character version of the Autoch Bolter with twice the shots and a better ballistic skill, found on the Kahl and Einhyr Champion.
  • Exo-Armour Grenade Launcher: [BLAST] 18" Ad6 S4 AP0 D1. Your Hearthguard's shoulder gun, great for clearing hordes.
  • Bolt Shotgun: [ASSAULT] 12" A2 S5 AP0 D1. A boomstick for your Pioneers, and can be fired after advancing.

Pistols[edit]

  • Autoch Pattern Bolt Pistol: [PISTOL] 12" A1 S4 AP0 D1. The standard dwarf sidearm.
  • Ion Pistol: [PISTOL] 12" A1 S5 AP-2 D1. A better pistol for your Hearthkyn Theyns. Since all wargear costs the same you'll be taking this over the regular bolt pistol every time.
  • EtaCarn Plasma Pistol: [PISTOL] 6" A1 S8 AP-3 D2. A pocket handcannon for your Hearthkyn Theyn. Capable of blowing a hole into a marine easily, but you'll have to basically be in melee distance to use it.

Special Weapons[edit]

  • Volkanite Disintegrator: [DEVASTATING WOUNDS] 18" A3 S5 AP0 D1. An option for both your Kahl and your Einhyr Hearthguard. Different to last edition in that the mortal wounds happen on a wound roll of 6, rather than a hit roll of 6.
  • EtaCarn Plasma Gun: 24" A1 S8 AP-3 D2. Always supercharged plasma without Hazardous, found on your Einhyr Hearthguard. The low shot count is underwhelming, but with several ways to get Sustained Hits buffs, it might be a more competitive option.
  • EtaCarn Plasma Beamer: [SUSTAINED HITS D3] 18" A1 S8 AP-3 D2. An option for your Hearthkyn. Super swingy, and the general lack of rerolls means you won't score that trickshot terribly often.
  • HYLas Auto Rifle: [ASSAULT] [RAPID FIRE 3] 24" A3 S6 AP-1 D1. A super multilaser in a man-portable package. Unfortunately, none of your other guns have Assault so you can't fire this with anything else if you choose to run.
  • HYLas Rotary Cannon: [HEAVY] [SUSTAINED HITS 1] 24" A6 S6 AP-1 D1. The more dakka version of the above. A very competitive pick for a squad that's sitting on the backfield.
  • L7 Missile Launcher: [BLAST] 24" Ad6 AP0 S1 OR 24" A1 S9 AP-2 Dd6. Still the jack of all trades, still the master of none. There are better options for your Hearthkyn to take. Comes as a sidearm with the Sagitaur Missile Launcher.
  • Magna-Rail Rifle: [HEAVY] [DEVASTATING WOUNDS] 18" A1 S12 AP-4 Dd3+3. Nerfed into the ground, and yet still one of the better weapons. No rerolls for your army really hurts the usability of this weapon.
  • Mole Grenade Launcher: [BLAST] [INDIRECT FIRE] 24" Ad6 S5 AP-1 D1. An optional gun for your Beserks. Now that it's free, taking this gives your angry, shirtless lads a tiny bit of versatility.
  • Graviton Rifle: [ANTI-VEHICLE 2+] 18" A3 S5 AP-1 D3. Your Iron-Master's main piece and a decently scary gun for weakened tanks.

Heavy Weapons[edit]

  • Ion Beamer: [SUSTAINED HITS D3], Twin Beamers get [TWIN-LINKED], A3 S7 AP-2 D1. Used to be the anti-MEQ option, but it losing a point of damage makes it less appealing.
  • Magna-Coil Autocannon: A3 S7 AP-1 D2. The primary weapon of a Pioneer bike. Not too bad at pasting marines, but its AP is wanting.
  • MATR Autocannon: 24" A6 S7 AP-1 D2. A rapid fire autocannon for your Sagitaurs and Land Fortress.
  • Sagitaur Missile Launcher: 36" A2 S12 AP-3 D3. One of the main guns on a Sagitaur. A solid option, probably best used for taking chunks out of weakened tanks.
  • HYLas Beam Cannon: [SUSTAINED HITS D3] 24" A2 S12 AP-3 Dd6. A short ranged, 2 shot lascannon for your moon buggy. Sustained Hits will cause this weapon to spike damage infrequently, so don't expect miracles.
  • Bolt Cannon: [SUSTAINED HITS 1], Twin Cannons get [TWIN-LINKED], 36" A3 S6 AP-1 D2. A longer range, lower strength autocannon with a slightly improved rate of fire. Sagitaurs get this by default, and Thunderkyn and Land Fortresses get this as one of their weapon options.
  • Graviton Blast Cannon: [ANTI-VEHICLE 2+] [BLAST] 18" Ad6 S5 AP-2 D2. These bad boys are your best chance at destroying enemy armor, and aren't too bad at pasting heavier infantry, either. Their short range makes them challenging to use effectively. Found only on the Thunderkyn.
  • SP Conversion Beamer: [CONVERSION] [SUSTAINED HITS D3] 24" A1 S7 AP-1 D3. Probably your most strategic choice. Conversion will make their Sustained Hits go off on a 4+, roughly doubling your shots every time you fire. Would be ideal for taking on terminator equivalents, however, the lack of AP is a major hurdle. Another option for the Thunderkyn, and not the worst thing to have pop up out of reserves.
  • SP Heavy Conversion Beamer: [CONVERSION] [SUSTAINED HITS D3] 24" A2 S10 AP-2 D4. A super conversion beamer for your Land Fortress, and likely it's most versatile choice. Not as punchy as the Heavy Magna-Rail, but more reliable.
  • Cyclic Ion Cannon: [BLAST] 24" Ad6+3 S9 AP-2 D2. The heaviest Ion weapon you can take, found on the Land Fortress. Great for mulching terminators and light vehicles, but will struggle against heavier monsters and tanks.
  • Heavy Magna-Rail Cannon: [HEAVY] [DEVASTATING WOUNDS] 30" A1 S18 AP-4 Dd6+6. Your biggest, baddest gun for the Land Fortress. If the stars align this will wreck a tank in one shot and put anything chunkier on life support, but with one shot and a ballistic skill of 4+ you're better off buying lottery tickets. Bizarrely comes with Heavy so you can hit on a 3+ when you sit still.

Melee Weapons[edit]

  • Kin Melee Weapon: A2 S5 AP-2 D2. Found on your Hearthkyn Theyns and oddly on two other models in place of any special ranged weapons. Thanks to Geedubs deciding that you don't deserve power fists on your basic troops, the ones you modeled on your Theyns now get this profile.
  • Plasma Blade Gauntlet: A3 S6 AP-2 D1. The default for your Einhyr Hearthguard. Not that bad for carving up squishier stuff, but anything with 2 wounds or more per model isn't going to feel very threatened by this.
  • Forgewrought Plasma Axe: A4 S5 AP-2 D2. An option for your Kahl. Great for carving up marines but not much else.
  • Darkstar Axe: A6 S6 AP-2 D2. One of the options for your Einhyr Champion. A downgrade from the previous edition, this no longer ignores damage caps, lost a point of AP and swings less often, but got bumped to D2.
  • Heavy Plasma Axe: Strike A3 S6 AP-2 D2 OR Sweep A6 S4 AP-1 D1. The default for your Beserks. Much like last edition, good for smacking around marines with the strike profile or hordes with the sweep profile.
  • Concussion Gauntlet: Twin Gauntlets are [TWIN-LINKED] A2 S9 AP-2 D2. One of the options for your Hearthguard and Beserks. Not too bad for smacking around anything lighter than a Rhino, but the two attacks are extremely underwhelming.
  • Concussion Hammer: A3 S9 AP-1 D3. An option for your Hearthguard Hesyr instead of the other weapons. Probably not worth it thanks to the low AP and underwhelming weapon skill.
  • Concussion Maul: A3 S9 AP-2 D3. An alternative for your Beserks, perfect for smashing terminators into soup but not the anti-everything it was last edition.
  • Mass Gauntlet: A3 S8 AP-2 D3. Found only on the Kahl. Made for dealing with tougher things, but with the expansion of toughness profiles you won't be fisting a tank or primarch to death anymore.
  • Mass Hammer: A3 S12 AP-2 Dd6+1. A lascannon in the palm of your hand, and an option for your Einhyr Champion. Makes the big man much more dangerous, though the low AP is unfortunate.
  • Graviton Hammer: [ANTI-VEHICLE 2+] A3 S9 AP-1 D3. Found only on your Brokhyr Iron-Master, though would be better on anyone else. If your repairman has to use this, he's in a bad spot.
  • Ancestral Ward Stave: [PSYCHIC] A1 S7 AP-1 Dd3. A force weapon for your Grimnyr. Probably best used for bonking marines that step on your lawn, but the old man shouldn't be near the frontlines to think about using it.


Unit Analysis[edit]

Characters[edit]

  • Kâhl: 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 d6 shot, Blast grenade launchers and melee weapons get the same buff. It's not quite the same as the autowounding 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 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 Hearthkyn Warriors and Einhyr Hearthguard
  • Einhyr Champion: Still the 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 lacks a native invulnerable save. On the offensive side, sadly, his Darkstar Axe has been 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 75 points, which is damn near half of what he was last edition.
      • Leads Einhyr Hearthguard
  • Brôkhyr Iron-Master: This guy is your tech-priest, with his Brôkhyr's Guild ability letting him repair d3 wounds on a friendly Vehicle or 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 Hearthkyn Warriors and Brôkhyr 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. 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 Hearthkyn Warriors

Epic Heroes[edit]

  • Ûthar 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 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 Hearthkyn Warriors and Einhyr Hearthguard

Battleline[edit]

  • 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[edit]

  • 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 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 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 don't get access to the Grenades keyword and therefore 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 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 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 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 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 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 deceptively difficult to approach.
    • A squad of 3 sits at 95 points so you can't afford to not take them.

Mounted[edit]

  • 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 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[edit]

  • 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: you're back to squads of 1, though thanks to the fact that it's a dedicated transport, you can take 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 only source of re-rolls in the entire index.


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