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== Playing the Game == === Core Concepts 101 === Sequencing: When resolving multiple rules at the same time, if it is a player's turn, that player determines the order. If it is not, the players roll off to determine who determines the order for all rules applying at that moment. ==== Modifiers 101 ==== For now, at least, the only rule 10E has for the correct order to apply modifiers in is the sequencing rule. So, for example, if a unit is Battle-Shocked (set OC to 0) and under a +1 modifier to OC, the unit will be OC0 on the enemy turn and OC1 on the friendly turn. === Command Phase 101 === ==== Command 101 ==== Both players gain 1 CP, and ''then'' resolve ''all rules that resolve in the Command Phase''. This means even a rule that says it resolves "at the X of the Command Phase" resolves now, even if X is "beginning" (you get your 1 CP first and so does your opponent) or "end" (you don't resolve Battle-Shock yet). ==== Battle-Shock 101 ==== If any of your units on the battlefield are Below Half-Strength (remember, if your Starting Strength is 1, Below Half-Strength means below half wounds), they have to pass a roll on 2d6 as shown on their datacard under "Ld" (for a combined unit, use the best, i.e. lowest displayed number, Ld in the unit) - e.g. if you see 7+, 7+ is a pass. On a failure, the unit is Battle-Shocked until the start of your next Command Phase, meaning: *The OC stat of every model in it is set to 0. *If it Falls Back, every model in it must take a Desperate Escape test (see Movement). *Its controlling player can't "affect" the unit with Stratagems. **This is word salad relative to the other game rules; in the general case, it's not clear when a stratagem is "affecting" or not a "unit" or not. For example, Tank Shock only ''targets'' one of your own units, but 100% of the stratagem's effects apply only to an enemy unit. Is the target unit "affected"? For another, Command Re-roll has no target at all, but can explicitly be applied to a single model or a single attack. If a model is affected, is its unit? If an attack is affected, is its model? Until this is FAQed, expect a lot of [[skub]]. Your base odds of passing battleshock based on your listed Ld: #100% #100% #97% #92% #83% #72% #58% #42% #28% #17% #08% #03% #00% === Movement Phase 101 === If you have a unit outside of engagement, they can either move normally, advance (adding d6" to the unit's movement and barring them from charging or firing any guns that lack ''Assault'') or sit still. *This is also where you can enter or leave transports, with the former essentially only triggering if your unit's within 3" of a transport while the latter only happens at the start of the phase. While the vehicle can move as usual, the unit that just left will count as if they had just moved and thus will be unable to charge. **If a transport blows up, you need to roll a d6 for every model inside it, with each 1 dealing a mortal wound. The unit will then immediately leave the transport and become Battleshocked. If you have a unit engaged in combat, they can stay where they are or fall back, forcing them to move away from the enemy they were just fighting and being unable to shoot or charge afterwards. *If your unit's been Battleshocked or is moving through another enemy unit, you now have to account for the Desperate Escape test. These force you to roll a d6 for each model in the unit, with a 1 or 2 meaning that the enemy just cut that model down as they were fleeing. ==== Ruins and Movement ==== {{W40Kkeyword|infantry}} and {{W40Kkeyword|beasts}} (but ''not'' infantry riding beasts, i.e. cavalry, for some reason) can move through ruins like they aren't there and end a move on any floor provided they don't overhang; {{W40Kkeyword|fly}} models can do the latter. ==== Objectives and Movement ==== No model can end a move "on top of" an objective marker, not even Aircraft, and objective markers have no shape defined in the rules; this means, pending a rules update, you can engage in nonsense like making donut-shaped objective markers with your units inside the donut hole, preventing enemy units from existing nearby (especially potent for giving yourself absolute immunity to being charged by making the donut 1.01" thick). That said, GW "recommends" that objective markers be 40mm diameter "round markers", so expect most players to insist on 40mm circles. Objective marker height impacts determining visibility but not movement, as models can always move ''through'' objective markers as if they weren't there. ==== Reserves 101 ==== As with last edition, you can abstain from deploying certain units and store them in Strategic Reserves to deploy later. Unlike last edition though, you have a points cap on how many units you can throw in here (250/500/750 points or 25% of the total army cost) since Power Level got axed. Of course, units with ''Deep Strike'' do not count as part of this allotment. Regardless of how they got there, you can deploy any units in reserves at the end of the Movement phase. Any such units that get deployed count as if they had just moved - which isn't nearly as troubling as in prior editions as any ''Heavy'' weapons can still fire after moving. While all units cannot be within 9" of an enemy unit, units coming from Strategic Reserves need to stay at within 6" of a table edge and not within the enemy DZ (on round 2) or just within 6" of a table edge (on round 3+). === Shooting Phase 101 === === Charge Phase 101 === === Fight Phase 101 === === Modes of Play === *'''Combat Patrol:''' Capitalizing on all those premade detachment boxes, this lets you play with one immediately with special rules provided in the box. The tradeoff is that you can only use what's in the box to make the army and they all use dumbed-down versions of their datasheets. **In another case of GW just outright lying, they mention that the CP boxes are ways for you to immediately start playing and using everything in the box, and that everything would be [[Bullshit|''"balanced"'']]; some of the boxes are clearly more overpowered than others (here's looking at you, box of 20 Tzaangors), and so to compensate, some of the boxes have '''"either/or"''' Elite options, like the Grey Knights/Custodes boxes, meaning that even if you shelled out for the entire box, [[Derp|at least one of your big options is staying on the shelf.]] *'''Boarding Actions:''' Returning from last edition, now a clear prototype of what was to come. **While largely similar now, your universal stratagems are now cut to Command Re-Roll, Insane Bravery and Counter-Offensive. However, you gain a new stratagem in Battlefield Command, which allows a Character to share any buffs from leading a squad to any such models within 6". *'''Incursion/Strike Force/Onslaught:''' The big battles and the least constrained. === Tempest of War === So rather than full pages of battleplans, you're now getting them set up in decks of cards. Alongside the deployment rules, primary mission objectives and mission rules (generally special conditions for a game, likely to cover something like Night Fighting), you've now got secondary objectives (now differentiated between attacker and defender rather than last edition's categories) as well as Gambits (end-game objectives that let you ditch your primary objective for some very risky goal that can potentially score you a massive amount of VP). <tabs> <tab name="Mission Rules"> *'''Chilling Rain:''' Nothing happens. *'''Chosen Battlefield:''' Both players can roll off to determine which objectives they can set up with one objective being set up in each player's DZ. *'''Delayed Reserves:''' On turns 1 and 2, any units arriving from reserves only do so on a 3+. *'''Hidden Supplies:''' Place an additional objective in no-man's land. Unless Chosen Battlefield is also in use, one objective in the middle of the board must move 6" towards a board corner while another is placed diagonally opposite it. *'''Maelstrom of Battle:''' Draw two new mission rules. Any draws of Chilling Rain can be disposed and draw two different rules. *'''Minefields:''' Any units that roll a 6 on an advance roll takes a mortal wound. No word if this also works on stratagems that merely add 6" without rolling. *'''Scrambler Fields:''' Fucks over any advance deployment rules. ''Infiltrators'' cannot be set up near an objective in no man's land or in the enemy DZ, ''Scouts'' cannot move anywhere within range of an objective in no man's land or in an enemy DZ, and no units can deep strike or arrive from reserves anywhere within 6" of an objective in no man's land or in the enemy DZ. *'''Secret Intel:''' Each time a player draws secondary missions, they can throw out one secondary mission and draw a replacement. *'''Supply Line:''' A player controlling an objective in their own DZ gains a CP each Command phase on a 4+. *'''Sweep and Clear:''' If a unit claims an objective at the end of the player's Command phase, the objective remains claimed until someone comes to claim it. Plenty of battleline troops have something like this already, so you're using this to even the field for armies less keen on using battleline troops. *'''Targets of Opportunity:''' Depends on if the players are using Fixed Missions or Tactical Missions. **''Fixed:'' Lets a player pick three secondary missions on top of their two fixed missions. Any time they start of a turn with less than three secondary missions including the fixed ones, they can draw an additional mission. ***The New Orders Stratagem is useful since this lets the player pick another mission, though they can never scrap their fixed missions. **''Tactical:'' Whenever a player has less than three secondary missions active, they need to draw until they get back to three. *'''Vox Static:''' The Command Re-Roll and New Orders stratagems both cost 2 CP. </tab> <tab name="Primary Missions"> *'''Deploy Servo-Skulls:''' Your objectives are now Servo-Skulls. At the end of each turn, the controlling player can move any objectives they own 6" in any direction. On every turn after the first, players score 2 VP for leading an objective within 12" of the enemy's DZ, 5 VP if they're within 6" of the DZ and 8 VP if the objective's entirely within the DZ. **Battleline troops that can keep objectives remain exceptionally strong as they can keep things moving without shepherding an objective. However, beware of any enemies doing the same and never leave an objective too far from reach. *'''Priority Targets:''' Players score 5 VP for every objective they score each turn after the first, up to a max of 15 VP. *'''Purge the Foe:''' Players score 4 VP each turn if they score an objective and an extra 4 VP if they own more objectives than the enemy. They score 4 more VP for killing enemies with an additional 4 VP if they kill more enemies than they lose. *'''The Ritual:''' Leave only one objective closest to the center of the board. During any shooting phase, that player can have a unit sacrifice their shooting and charging to set up a new objective marker exactly 9" from one objective in no man's land , at least 6" of another and right next to their unit. For each turn after the first, both players score 5 VP per objective claimed for a max of 15 VP a round. **A bit of a balancing act, as you need to sacrifice combat potential in order to set up your objectives entirely within the most contested part of the board. *'''Scorched Earth:''' On every turn after the first, both players can have a non-battle-shocked unit sacrifice shooting and charging to destroy a nearby objective, scoring 5 VP for each objective destroyed. At the end of the game, each player also scores 5 VP if they burned any objectives within no man's land and 10 VP for urning the objective in the enemy's DZ. **This will put you in a bit of a quandary if you have any missions that require keeping objectives up. Unless you pull them up immediately as you're capping them and not as you're blowing them up, you should be fine. *'''Sites of Power:''' Every turn after the first, each player scores 3 VP for capping objectives in no man's land. Any {{W40kKeyword|Character}} units can also reach an objective to empower it, scoring an additional 3 VP. *'''Supply Drop:''' Mark two objectives in no man's land as Alpha and Omega. On turns 2 and 3, any objectives in no man's land are worth 5 VP. On turn 4, the alpha objective vanishes and objectives are now worth 8 VP. On turn 5, all objectives aside from omega re now gone and omega becomes worth 15 VP. *'''Take and Hold:''' At the end of every Command phase after the first, each player scores 5 VP for each objective held up to a max of 15 VP (though at turn 5, the guy who went second scores at the end of their turn since presumably there's no point for stalling any later). *'''Vital Ground:''' Incompatible with Hidden Supplies. Each player scores 2 VP for each objective they score on their DZ, 5 VP for each one they control in no man's land, and 6 VP for each one they control in the enemy DZ. </tab> <tab name="Secondary Missions - Attacker"> *'''Capture Enemy Outpost:''' Score 8 VP when you capture an objective on the enemy's DZ. *'''Capture No Man's Land:''' Score 2 VP if you claim an objective on no man's land, but score a full 5 VP if you get two or more. *'''Deploy Teleport Homer:''' You can have a unit sacrifice shooting and charging if they're within 6" of the middle of the board or within the enemy DZ. At the end of the turn, you deploy a marker and score VP depending on where it was set up (2/4 if using fixed missions, 3/5 if using tactical missions). *'''No Prisoners:''' Score 2 VP for each enemy wiped to a max of 5 VP. This doesn't pay any regard for rules like Cult Ambush or Reinforcements that'd otherwise resurrect a unit. *'''Overwhelming Force:''' You score 3 VP for every enemy you destroy while they're near an objective, with a max of 5 VP. **This objective is considered finished at the end of any turn where you score from it, meaning that you'll be needing all you can get to wipe out the one or two units you want done. </tab> <tab name="Secondary Missions - Defender"> *'''Area Denial:''' 3 VP if you nave non-battle-shocked units within 6" of the center of the board, increasing to 5 VP if no enemies are within that same range. *'''Assassination:''' Depends on layout, but you score VP regardless for killing {{W40kKeyword|Character}} units. Fixed Missions only gives 4 VP for killing one, Tactical Missions gives 5 VP for killing either one or all. *'''Behind Enemy Lines:''' Score 2 VP for getting one non-{{W40kKeyword|Aircraft}} unit in the enemy DZ, 4 if you get more. Using Tactical Missions scores an extra VP. *'''Bring it Down:''' Score 2 VP for killing an enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}}, plus additional VP if it had more than 10/15/20 wounds. Those extra VP do stack, so there is a chance that you can score 5 VP for nailing a Baneblade. *'''Cleanse:''' You can have a unit sacrifice shooting and charging to clean up an objective and score VP (2/4 if using fixed missions, 3/5 if using tactical missions). *'''Defend Stronghold:''' At the end of any enemy turn after the first, score 3 VP if you control objectives in your own DZ. *'''Deploy Teleport Homer:''' You can have a unit sacrifice shooting and charging if they're within 6" of the middle of the board or within the enemy DZ. At the end of the turn, you deploy a marker and score VP depending on where it was set up (2/4 if using fixed missions, 3/5 if using tactical missions). *'''Engage on All Fronts:''' 2 VP for getting non-battle-shocked units on three corners of the table, with 4 VP for getting all four. +1 VP if you use Tactical Missions. *'''Extend Battle Lines:''' 5 VP if you get both an objective in your DZ and one in no man's land. If you only got one unit, you only get 2 VP for getting an objective in no man's land. *'''Investigate Signals:''' Units on the corners of the table can sacrifice shooting and charging to mark them, scoring 2 VP per corner. *'''No Prisoners:''' Score 2 VP for each enemy wiped to a max of 5 VP. This doesn't pay any regard for rules like Cult Ambush or Reinforcements that'd otherwise resurrect a unit. *'''Overwhelming Force:''' You score 3 VP for every enemy you destroy while they're near an objective, with a max of 5 VP. **This objective is considered finished at the end of any turn where you score from it, meaning that you'll be needing all you can get to wipe out the one or two units you want done. *'''Storm Hostile Objective:''' On any turn after the first, you score 4/5 VP if you claim any objectives that the enemy held. *'''A Tempting Target:''' Score 5 VP for taking an objective in no man's land. </tab> <tab name="Gambits - Attacker"> *'''Proceed as Planned:''' Ignore the gambit, you continue scoring VPs from your primary mission. </tab> <tab name="Gambits - Defender"> *'''Proceed as Planned:''' Ignore the gambit, you continue scoring VPs from your primary mission. *'''Delaying Tactics:''' After turn 5, roll a d6 for every engaged enemy unit, adding +1 if the enemy is battle-shocked and -1 if your unit is battle-shocked. If you roll a number of 4+s greater than half the number of engaged enemies (minimum 4), then you score 30 VP. *'''Emergency Evacuation:''' After turn 5, roll a d6 for each of your units on the field including those inside a transport, taking -1 if the unit is battle-shocked. If you roll a number of 4+s equal to half the number of units you have on the field (minimum 4), you score 30 VP. *'''Orbital Strike Coordinates:''' When you have a unit that aren't Battleshocked within 9" of a table corner that isn't on your side of the table at the end of turn 5, you can roll 2d6, adding +1 for any further such units within 9" of any table corner that isn't engaged or Battleshocked. If you roll a 12+, you immediately score 30 VP. [[Exterminatus|The enemy can't claim the battlefield if the battlefield got blasted off the face of the planet]]! </tab> <tab name="GT Packs"> *'''PLACEHOLDER:''' </tab> </tabs> {{Warhammer 40k Tactics}} [[Category: Warhammer 40000 Tactics (10E)]]
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