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Warhammer 40,000/9th Edition Tactics/Leagues of Votann
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===Pros=== *Because they're Dorfs IN SPACE, with weapons and technology <s>lightyears</s> '''LEAGUES''' ahead of the decrepit Imperium. They literally gave the Tau the Ion tech that makes their shooting so annoying. *Do you want to skip the entire wounding step? <s>Do you ''also'' want to reap all the benefits of a good wound roll?</s> How about hitting everyone else on the way there? Hell, get some damage spillover while you're at it, so your single-shot Railguns are just as good against horde infantry as they are against tough vehicles. *It's unreleased and "brand-new" so the counter play to this army hasn't really been explored yet. *The sheer amount of ROCK and STONE you can throw around is palpable. And any dwarf worth his beard will say it! For Karl! ....err.... Kahl! *The gunlines of HunTR weapons you can lug around allow you to always be shooting at any time (if you don't advance). *Void Armour is the cheese of Armour of Contempt dialed up a notch. *Ignore the rules for assault, heavy, and rapid fire weapons, as barely any of these will apply to you. *You can make your army inordinately tough through some combinations of Leagues, psychic powers, and stratagems. *Not just another Imperium faction, so if you want to be "human" while not being associated with the Imperium, or Daemon worshippers, here you go! *GW went full circle in designing these guys, making them look straight out of StarCraft if you want a more traditional sci-fi angle to leverage for your army. Hell... It's about time. *A pleasant side-effect of being so new is that damn-near everything in the book has the '''core''' keyword, save your only two vehicles. Almost makes it feel like an 8th edition codex. Sigh, better days. *You can now ally with the Imperium. You just got to put all of the dwarves in a patrol detachment.
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