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===Secondary Objectives (AKA: Prioritizing Your Targets)=== New to 9E is the addition of secondary objectives...okay, not entirely. Unlike Maelstrom of War's cards, these are always active (although you can only get 15 VP per secondary objective), but you can only pick one from each category (listed below). Some missions even give you special secondary objectives to pick up if you want something better-tailored. Some of these objectives give units actions - be careful as these have specific criteria that might mess with your gameplan. Also, just having your whole army painted grants a free 10 VP at the end of the battle: nobody's asking you to make them look like Golden Daemon winners, but just make sure that other people can look at them [[THIN YOUR PAINTS|without hurting themselves]]. As previously mentioned, these Secondaries have gone through quite a few changes since they first came out. For example, each faction has their own specific secondaries and you're no longer limited by the number of faction secondaries you can take, just by category. Nephilim removed lots of the situational secondaries (like Titan Slayer or Slay the Warlord that only gave you 8 or so points), making them more generalized so that you could keep scoring them throughout the game. On the other hand, it also removed Domination/Stranglehold, which was the one that piggybacked on the Primary (essentially doubling your VP). <tabs> <tab name="Purge the Enemy"> *''Assassinate'': 3 VP for each {{W40kKeyword|Character}} you kill, 1 VP if you kill the Warlord. In Nephilim, this is also your default Purge Objective, but can be switched. *''Bring it Down'': 1 VP for any {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} you kill with 9 or less wounds, 2 VP for each enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} with a Wounds characteristic of between 10-14 that is destroyed, and 3 VP for each enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} with a Wounds characteristic of 15-19, and 4 VP for 20 or more. *''Titan Slayers''<sup>[Removed in Nephilim]</sup>: 10 VP if you kill one {{W40kKeyword|Titanic}} model, but you max out at 15 if you kill more than one. *''Cut off the head''<sup>[Removed in Nephilim]</sup>: The old ''Slay the Warlord''. The sooner you kill the warlord, the more points you get, so you better move fast. Also, be careful with resurrecting units, the one death that counts is the last. ***13 VP for killing it 1st round ***10 VP for killing it 2nd round ***6 VP for killing it 3rd round ***3 VP for killing it 4th round ***1 VP for killing it 5th round </tab> <tab name="No Mercy, No Respite"> *''Grind Them Down'': The Default for No Mercy, No Respite. Score 3 VP at the end of the round if more enemy units were destroyed than friendlies. *''Take No Prisoners'': If you select this objective, keep a Kill Points tally. Each time an enemy model is destroyed (excluding VEHICLE, MONSTER or CHARACTER models), add a number of marks to this tally equal to the Wounds characteristic of the destroyed model. At the end of the battle, divide your Kill Points tally by 10 and round down - the result is the number of victory points you score. In addition, if your Kill Points tally is between 50 and 99, you score 1 additional victory point, and if your tally is 100 or more, you score 2 additional victory points. *''While We Stand, We Fight''<sup>[Removed in Nephilim]</sup>: Select the three most expensive <s>models</s> '''UNITS''' in your army. <s>Yes, models, we are counting all the wargear options. For each of these models that remains at the end of the game, you earn 5 VP.</s> Not anymore, as of the 2021FAQ these now specify "units" rather than models, making it absolute garbage. *''First Strike''<sup>[Removed in Nephilim]</sup>: 5 VP if you kill an enemy unit during the first turn, adding 3 more VP if you kill more enemy units than they kill your units during the first round. </tab> <tab name="Battlefield Supremacy"> *''Behind Enemy Lines:'' The Default Supremacy objective in Nephilim. Score 2 VP if one unit from your army, excluding Aircraft, is wholly within your opponent's deployment zone. Score 4 instead if two or more units are within the enemy's deployment zone. *''Engage on All Fronts'': Score 2 VP if you have units totally within 3 table quarters and more than 6" away from the center of the board. You instead get 3 VP if you have units totally within each quarter and more than 6" away from the center of the table. **Tweaked quite a few times to exclude units with less than x amount of models so check whatever book you're using for the exact wording: In Nephilim, you must be 6" away from another ''table quarter'', and a unit must have ''started'' with more than 3 models in their unit, or be a VEHICLE/MONSTER (but not Aircraft) to qualify. Which means that even if your bike squad has been reduced to the Sergeant, you can still score if he gets 6" away from another table quarter. *''Linebreaker''<sup>[Removed in Nephilim]</sup>: 6 VP at the turn's end if you get 2+ units (excluding {{W40kKeyword|Aircraft}}) in the enemy deployment zone. Another classic. *''Total Domination''<sup>[Removed in Nephilim]</sup>: 3 VP if you own more than half the board's objectives. **This Secondary has seen lots of changes, before finally being removed in Nephilim because everyone tended to just double-dip on the objective game. *''Retrieve Nachmund/Nephilim Data''*: A Tally Objective. An Infantry or Biker unit wholly within a table quarter and 6" away from another table quarter can attempt to retrieve a servo skull. Roll a D6, subtracting 1 from the roll if it's being performed by a Troops unit. If the roll is less than or equal to the number of models in that unit, the action completes at the end of your turn, adding one to your tally. **If performed twice, you gain 4 points. Three times, 8 points. Four times for 12. **Some actions, like Raise Banners, can be done by multiple units. Retrieve Data can only be done once per turn, so you're looking at a four turn investment for 12 VP max. </tab> <tab name="Shadow Operations"> *A lot of the secondaries in this section were baked into the mission-specific '''Primaries''' in Nephilim. *''Raise the Banners High'': Your {{W40kKeyword|Infantry}} units gain a new action each turn in an attempt to emulate [[Dawn of War]]. When they move next to an objective, they can choose to plant a flag (action begins at the end of your movement phase), scoring you points so long as the objective remains in your control. At the end of every Command Phase and at the end of the game, you score 1 VP for each flag you have on an objective. Be sure to guard your objectives, as the enemy can immediately rip down your flags when they control your objectives. **Super subtle changes, the important one being that the action can begin and succeed ''even if there are enemies around the objective,'' you just need to make sure you ''hold it'' by the start of your next command phase. That means that if you have a single Intercessor on it surrounded by 10 Death Guard Cultists (who aren't ObSec in DG), so long as the Intercessors don't do anything else, the action succeeds and you gain points. *''Investigate Sites''<sup>[Removed in Nephilim]</sup>: Your {{W40kKeyword|Infantry}} units (excluding {{W40kKeyword|Character}}) gain a new action each turn. If they move within 6" of the table center and end the turn with no units (excluding {{W40kKeyword|Aircraft}}) within 6" of them, you win 3 VP. *''Repair Teleport Homer''<sup>[Removed in Nephilim]</sup>: Your {{W40kKeyword|Infantry}} units (sans {{W40kKeyword|Character}}) gain a new action each turn. If they move so they're totally within the enemy DZ and have them survive until your next command phase, you win 5 VP. </tab> <tab name="Warpcraft"> *''Mental Interrogation'': Your {{W40kKeyword|Psyker}} units gain a new power. During the psychic phase, they can cast this power on a 4+ on an enemy {{W40kKeyword|Character}} within 18" and gain 3 VP. **In addition, if it exceeds the target's Leadership, you gain a CP. *''Psychic Ritual'': Your {{W40kKeyword|Psyker}} units can attempt a ritual if they're within 6" of the center of the map, keeping a tally for each successful cast. 3 VP for 1 Cast, 7 for 2 Casts, and a mere 12 for 3 and up. **Not as garbage as when it first came out, but still a steaming pile of shit. The fact that it's affected by both Deny and Pseudo-Deny makes it risky to pop off as anyone with a brain will do their best to stop you. Also restricts your Psykers from doing better things unless you use faction-specific strats. *''Abhor the Witch'': You can't take any {{W40kKeyword|Psyker}} units for this. You gain 3 VP for any {{W40kKeyword|Psyker}} {{W40kKeyword|Character}} you kill and earn 2 VP for any other {{W40kKeyword|Psyker}} units you kill. *'''[[Grey Knights|Suck it]], [[Thousand Sons|Nerds]]''' </tab> </tabs>
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