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

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*'''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.
*'''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 over firepower, the HYLas auto rifle provides a decent rapid-fire ''Assault'' weapon with a bigger HYLas rotary cannon now being a heavy weapon option thanks to the Gallowfall box. 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.
**The weapon choices remain familiar to you. The option between bolters and ion blasters hinge upon your preference of range over firepower, the HYLas auto rifle provides a decent rapid-fire ''Assault'' weapon with a bigger HYLas rotary cannon now being a heavy weapon option thanks to the Gallowfall box. 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.
**The gear remains quite effective for your lot. The Medipack gives you a 6+ FNP save, 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.
 


===Vehicles===
===Vehicles===

Revision as of 22:52, 25 May 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

Pros

Cons

  • Void Armour is gone, you're now stuck suffering in the same way everyone else did.

Faction Rules

  • Eye of the Ancestors: Largely unchanged from last edition. Any time an enemy kills one of your units, 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

Oathband

Special Rules

  • 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

  • Reactive Reprisal (2 CP): When a marked enemy shoots one of your units, your unit can immediately shoot them back in retribution.


Equipment

Unit Analysis

Characters

Epic Heroes

Battleline

  • Hearthkyn Warriors: As befits the singular troops choice of the Leagues, you're given quite a wide variety of guns and tools so that you can kit them for any situation you see fit. The loss of the HunTR rule doesn't really affect you at all, as all of your weapons, including your heavy weapons, can now be fired on the move by default. Even better, they have the ability to keep points capped even when they're gone so they can keep on fighting.
    • The weapon choices remain familiar to you. The option between bolters and ion blasters hinge upon your preference of range over firepower, the HYLas auto rifle provides a decent rapid-fire Assault weapon with a bigger HYLas rotary cannon now being a heavy weapon option thanks to the Gallowfall box. 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.
    • 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.

Vehicles

  • Hekaton Land Fortress: Your giant wagon remains as reliable as ever, buffed to T12 so it can reliably weather the odd lascannon.
    • 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.


<tabs> <tab name="10th">

Warhammer 40,000 Tactics Articles (10th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="9th">

Warhammer 40,000 Tactics Articles (9th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="8th">

Warhammer 40,000 Tactics Articles (8th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="7th">

Warhammer 40,000 Tactics Articles (7th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="6th">

Warhammer 40,000 Tactics Articles (6th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="All">

Warhammer 40,000 Tactics Articles (All)
General Tactics
Imperium (8th)
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

</tabs>