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==Stratagems== <tabs> <tab name="Battle Tactics"> *'''Accelerated Response (1 CP):''' Used in your movement phase, when you select a {{W40kKeyword|Votann ACCELERATED}} unit to advance. That unit can add 12" to the move characteristic to each model in it. This is not cumulative to the ''Steady Advance'' ability you already get. Not too bad, lets you get your vehicles and bikers up the board super fast. *'''Ancestral Sentence (1 CP):''' This can be used in either your shooting phase when a {{W40kKeyword|Votann}} unit shoots, or your fight phase when a {{W40kKeyword|Votann}} unit fights. Until the end of that individual phase, when a model in the chosen unit makes an attack, you can reroll the hit roll, so long as the enemy unit chosen to the be the target for your attacks has a ''Judgement Token'' attached. *'''Core-Buster Fire Pattern (1 CP):''' Used in your shooting phase, after an enemy unit has been hit by an attack with a {{W40kKeyword|BEAM}} weapon fired by a {{W40kKeyword|Votann}} unit in your army. Each time that enemy unit is hit by a {{W40kKeyword|BEAM}} weapon fired by another {{W40kKeyword|Votann}} model in your army, roll a d6, and on a +4, you do a mortal wound in addition to any normal damage, to a maximum of 6 mortal wounds from this stratagem. If you're packing a lot of beam weapons this is good, and you can combo it with stuff like the {{W40kKeyword|Ymyr Conglomerate}} stratagem for more mortal wound fun. *'''Cyberstimm Infusion (1 CP):''' When a {{W40kKeyword|Votann Beserks}} unit is selected to fight in the fight phase, that unit can reroll their melee hit rolls until the end of that phase. Excellent on hammer equipped Beserks, who otherwise would hit on a +4. *'''HunTR's Mark (1 CP):''' In your shooting phase, before you make a hit roll for an attack made by a {{W40kKeyword|Votann}} '''model''' in your army, use this and select an enemy unit with any ''Judgement Tokens'' attached to them. You now autohit with any weapon carried by that model. A nice little thing to keep in your back pocket, but better on single models with a very powerful gun. Land Fortresses are not restricted from this, so feel free to [[Cheese|autohit with your railgun of doom]]. **Can also work nicely with Γthar's ability to turn wound rolls into auto 6s. Pay 20pts to give a Hearthkyn Warrior a Railgun and a CP every turn to deal d3+3 wounds that roll over. *'''Kinbond (2 CP):''' Use this at the start of the fight phase, and select an enemy unit within engagement range of 2 or more {{W40kKeyword|Votann CORE}} units in your army. Until the end of that phase each time a {{W40kKeyword|Votann CORE}} model makes a melee attack against that enemy unit, you can reroll the wound roll. Of awkward usefulness, since it specifies that you need 2 units within engagement range to use it. *'''The Might of the Einhyr (1 CP):''' Select an {{W40kKeyword|Einhyr}} unit when they either shoot or fight in that respective phase, and until the end of that phase they add 1 to their hit rolls. Simple, no nonsense, and always welcome, would be amazing if the volkite effect on their guns didn't go off on an unmodified 6, but alas. *'''Optimised Volley (1 CP):''' Use in your shooting phase, when a {{W40kKeyword|Votann}} unit is selected to shoot in your army. Until the end of that phase, each time a model in that unit makes an attack with a bolt weapon, on an unmodified 6, an extra hit is scored; in addition, if the unit <s>shooting</s> being shot has 11 or more models, on an unmodified 6 ''two'' extra hits are scored (this is worded strangely but 'targeted unit' refers to the unit that is targeted for shooting). If you want to pump up the [[MOAR DAKKA|dakka]] a squad of wee men can spit out, look no further. *'''Point-Blank Fusillade (2 CP):''' Used in your shooting phase, and only while you're within engagement range of an enemy unit. Select one {{W40kKeyword|Votann Infantry}} or {{W40kKeyword|Votann Biker}}, and that unit can fire its ranged weapons (even if there is another friendly unit within engagement range of that enemy unit), but only at that enemy unit it is engaged with, and heavy weapons that {{W40kKeyword|Votann}} unit is equipped with suffer a -1 to hit while shooting. **You can target an enemy unit that you aren't in engagement range of with other weapons that your unit is equipped with while using this stratagem, but in order to shoot those weapons at them, you have to first cease being within engagement range of any enemy units. **{{W40kKeyword|Beam}} weapons must fire at the enemy unit within engagement range and cannot fire at anything else while under the effects of this stratagem. ***This confusingly written stratagem effectively lets you fire into units you're locked in combat with, however, in order to fire multiple types of weapon at enemies, the unit that's doing the shooting must first not be locked in combat. *'''Reactive Reprisal(1/2 CP):''' Used during your opponent's shooting phase, while one of their units has a ''Judgement Token'' and has resolved their shooting attacks. Select one {{W40kKeyword|Votann CORE}} that was hit by one or more of that enemy unit's shooting attacks, and is not currently within engagement range. That {{W40kKeyword|Votann}} unit can fire at that enemy unit, but you can ''only'' target that enemy unit, and it has to be a eligible target. Afterwords, that {{W40kKeyword|Votann}} unit is not eligible to fire during your subsequent shooting phase. Costs 1 CP for {{W40kKeyword|Hearthkyn Warriors}}, 2 CP for everything else. **Probably best used as a "hail mary" for a nearly dead unit with a special weapon or two still available to fire, since you give up their ability to fire for a turn afterwards. **Can also be used to shuffle a unit across the board an extra 3". Being hit by something with a judgement token is the only qualifier and HunTR weapons can't be fired after advancing, however the rules don't say anything about shooting in the enemies turn <i>and then</i> advancing in your turn. Votann are slow, so use whatever bonuses you can. </tab> <tab name="Epic Deed"> *'''Personal Grudge (1 CP):''' Used in the Command phase. Select a {{W40kKeyword|Votann Character}} unit from your army and one enemy unit on the battlefield. Until the end of the battle, that enemy unit is considered to have 3 ''Judgement Tokens'' attached to it for the purposes of determining that {{W40kKeyword|Votann Character}}'s attack bonuses. You can only use this stratagem if all your {{W40kKeyword|Votann}} units are from the same {{W40kKeyword|<League>}} (no mixing detachments), and can only be used once per battle, unless you're playing ''Onslaught'' sized battles, in which case you may use it twice. **Great if you have a beatstick character that you want to smash a hard target with, but could be fun to use with a upgraded Iron-Master with the relic Graviton Gun. *'''Grimwrought Barrier (2 CP):''' Used in the Command phase. Select a {{W40kKeyword|Votann}} unit within 9" of a friendly {{W40kKeyword|Grimnyr}} model. That {{W40kKeyword|Votann}} unit ''stops being affected by psychic powers that targeted it,'' and as a bonus, they cannot be affected by ''Malediction'' powers that target them until your next command phase. **Positively diabolical to use on a critical unit that your opponent wants dead, since you can just turn off his psychic powers if you didn't deny their casts. *'''Bastion Running (1 CP):''' Use in your Command phase, and select one {{W40kKeyword|Hekaton Land Fortress}} model in your army. Until your next command phase, that Land Fortress is now considered to be at full wounds for the purposes of determining attack characteristics. **Not too shabby if you want to suicide bomb a Land Fortress into your opponent's face. *'''Combat Surgery (1 CP):''' Use in your Command phase and select one {{W40kKeyword|Votann Medic}} unit that is below its starting strength and is not within engagement range of any enemy units. You can return d3 destroyed models to that unit. **''Not'' one use, so you can use it again and again. Your only {{W40kKeyword|Medic}} unit is your Hearthkyn Warriors though, who are rather frail. </tab> <tab name="Requisition"> *'''In the Right Hands (1 CP):''' Standard "extra relic" strat. Each relic must be unique, you cannot give a character or unit more than one relic, and this can be used once in battles below ''Strike Force'' size, twice in ''Strike Force'' battles, and three times in ''Onslaught'' battles. *'''Bequest of the Votann (1 CP):''' Pick one {{W40kKeyword|Theyn}} or {{W40kKeyword|Hesyr}} model in your army. They can have one of either The Grey Crest, Grudge's End, The Hearthfist, or Warpstryk. Each relic must be unique, and this stratagem may only be used once no matter what size of battle you're playing. *'''Legend of the League (1 CP):''' Give one of your characters that aren't your warlord a warlord trait. This warlord trait must be a trait it has access to, must be unique, and you cannot use this to give a model two warlord traits. This stratagem can be used once, unless you're playing a ''Strike Force'' sized battle, where it can be used twice, or if you're playing an ''Onslaught'' sized battle, where it can be used thrice. </tab> <tab name="Strategic Ploy"> *'''Familial Loyalty (1 CP):''' Use in your opponent's charge phase, and select one {{W40kKeyword|Votann Infantry}} or {{W40kKeyword|Votann Biker}} from your army. Until the end of that phase, that unit may perform a heroic intervention as though it were a character. **A good way to counterpunch an enemy charge, this should make your opponent more wary of charging your gunlines. *'''Light 'em Up (1 CP):''' Use this in your shooting phase, after a {{W40kKeyword|Votann Searchlight}} unit from your unit has resolved their attacks. Select an enemy unit that was hit by one or more of that unit's shooting attacks and add one ''Judgement Token'' to that enemy unit. All models in your army must share the same {{W40kKeyword|<League>}} in order to use this stratagem. **Good to use since your Pioneers can more up very quickly and nail some enemy units with a token, even if your Kahl can't see them. *'''Luck Has. Need Keeps. Toil Earns (1 CP):''' Use this at the end of your movement phase, and select a {{W40kKeyword|Votann Core Infantry}} from your army within range of an objective marker. Until the start of your next movement phase, while that unit remains within range of that objective marker; **You auto-pass morale tests. **Unless this unit charges or makes a ranged attack, it can ignore any rules that would cause an action to fail. **Models in this unit get a 6+++ ***Pretty nice if you're playing objectives and you have a mass of guys sitting on one of them. *'''Mag-Riders (1 CP):''' Use this stratagem in your opponent's shooting phase when a {{W40kKeyword|Votann Biker}} unit is selected as the target of a shooting attack. Until the end of that phase, that {{W40kKeyword|Biker}} unit gains a -1 to be hit by a shooting attack, and if that {{W40kKeyword|Biker}} unit advanced in the previous movement phase, that attack roll cannot be rerolled. **Pseudo-jink for the Pioneers, this will work well in protecting forward ranging Pioneers from fire. *'''New-Found Nemesis (1 CP):''' Used when a {{W40kKeyword|Votann Warlord}} in your army is destroyed, the enemy unit that destroyed them recieves 2 ''Judgement Tokens''. If a {{W40kKeyword|Grimnyr}} in your army is destroyed, the enemy unit that destroyed them recieves 3 ''Judgement Tokens''. **One final "fuck you" to an enemy unit, this should help your army retaliate more effectively. *'''Outflanking Pioneers (1 CP):''' Use this at the start of your movement phase, and select one {{W40kKeyword|Hernkyn Pioneer}} unit from your army that is more than 6" away from any enemy models and within 6" of any table edge. You can place that unit into strategic reserves, but they cannot arrive from strategic reserves in the same turn. **Your Pioneers get outflank, which might be helpful if you want to use ''Light 'em Up'' on some camping enemies out of sight , or just if you're in need of repositioning. *'''Well-Ordered Retreat (1 CP):''' When a {{W40kKeyword|Votan Core}} unit falls back in your movement phase, they are still eligible to shoot. **Most of your units have {{W40kKeyword|Core}}, and they generally have powerful guns. This stops you from not being able to shoot them if you get caught in melee. </tab> <tab name="Wargear"> '''A Note About Wargear''': Upgrading your Brokhyr grants you a 1CP Discount per '''battle round''' so long as it's on the field, and within 6" of the targeted unit. It'll be good to remember what you can do for free and what becomes significantly cheaper. *'''Concussion Blast (1 CP):''' Use in the shooting phase, {{W40kKeyword|Votann CONCUSSION}} unit is selected to shoot. Select one enemy unit within 6, until the start of your next shooting phase they can no longer: **Fire Overwatch or Set to Defend **Each time they make an attack, subtract 1 from the hit-roll **Unlike those [[Tau|milk-drinker]] Breachers, you ''can'' jump into melee. *'''Ion Storm (1/2 CP):''' When shooting with an ion weapon, an UMWR of 6 inflicts a mortal wound, to a max of '''6'''. If it contains 11 or more models, this costs 2 CP. Otherwise, it costs 1. **[[DAKKA|Are you ready to outgun Mars?]] *'''Subterranean Explosives (2 CP):'''Use when a {{W40kKeyword|Subterranean Explosives}} unit shoots. Each time they make a ranged attack, subtract 1 from the wound-roll, but if a hit is scored you can halve the move of the target unit, and they must fight after all other eligible units in your army have fought. *'''Multiwave System Jammer (2 CP):''' Select a {{W40kKeyword|Votann Comms}} then select an enemy unit within 12. Until the end of the phase, they cannot benefit from any Auras your opponent may have. **Keep in mind that "Select one unit within 6" abilities are not AURAS. *'''Overcharged Shield Crest (1/2 CP):''' So those dildo-looking things have a use. When a {{W40kKeyword|Votann SHIELD CREST}} is selected as the target of a ranged attack, unmodified wound rolls of 1-3 fail. Costs 1 CP on 5 or less models, 2 for more *'''Pan Spectral Warning (2 CP):''' Use during the opponent's reinforcements step. One '''{{W40kKeyword|Votann Scanner}}''' they can shoot as if it was the shooting phase, but can only target a single enemy unit that was set up as reinforcements and was dropped within 12". **Auspex, but this works against anything set up during the reinforcements step (so teleporting or "replace them anywhere on the board" abilities, such as the one below) because it lacks the "from reserves" stipulation. *'''Site-to-Site Transport (2 CP):''' Remove a {{W40kKeyword|Votann Teleportation}} unit from the battlefield and replace it in your reinforcements step, 9" away from enemy models. If you select a character, it's 1 CP. 2CP otherwise. </tab> </tabs>
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