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

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*'''Assault''': Like last edition, Assault Weapons can be fired after advancing. Unlike last edition, doing so no longer inflicts any penalties to hit.
*'''Assault''': Like last edition, Assault Weapons can be fired after advancing. Unlike last edition, doing so no longer inflicts any penalties to hit.
*'''Anti-{{W40kKeyword|KEYWORD}} X+''': Any attacks against a unit with the mentioned {{W40kKeyword|KEYWORD}} that roll an X+ to wound count as being critical wounds.
*'''Anti-{{W40kKeyword|KEYWORD}} X+''': Any attacks against a unit with the mentioned {{W40kKeyword|KEYWORD}} that roll an X+ to wound count as being critical wounds.
*'''Blast''': Might be unchanged from last edition.
*'''Blast''': You get +1 attack for every 5 miniatures in the target unit. For instance, shooting a 10-man strong unit with a blast weapon which has natively D3 attacks will net you D3+2 attacks.
*'''Devastating Wounds''': Rolling critical wounds makes any damage the attack deals mortal wounds. Can give otherwise outgunned squads the ability to threaten tanks.
*'''Devastating Wounds''': Rolling critical wounds makes any damage the attack deals mortal wounds. Can give otherwise outgunned squads the ability to threaten tanks.
*'''Hazardous''': Might well be the way Gets Hot! will be reworded.
*'''Hazardous''': Might well be the way Gets Hot! will be reworded.

Revision as of 03:36, 4 May 2023

This page is meant to index pages for the Warhammer 40,000 tactics dumps, and also acts as a repository for more general 40k tactics.

This is the current 10th Edition's General tactics. 9th Edition Tactics are here.

Core Stratagems

  • Rapid Ingress (1 CP): Lets you immediately set up a unit from reserves in response to your enemy moving anywhere.

USRs

After spending two entire editions trying to negate them, GW finally decided to reintroduce Universal Special Rules once more. Alongside these rules is also the introduction of "Critical Hits" and "Critical Wounds", which pretty much stand for rolling unmodified 6s for hits and wounds respectively.

  • Deadly Demise X: New name for the various rules for Vehicles exploding and thus on tanks and some monsters. If this unit dies, it deals X hits to nearby enemies.
  • Deep Strike: After spending all of 8E and 9E trying to reword it in a million fancy rules, they're now back to where they started. The reserves these units hide in are the same as the strategic reserves
  • Firing Deck X: Despite 8th Edition mostly doing away with it, firing ports are back. Some transports let you have X models inside inside it fire a gun at an enemy within range, so it once again means your chimeras and especially your trukks can do a lot more now.
  • Invulnerable Save X+: This is still kicking around, but now the datacard makes it more obvious with a big shield instead of just a line in the rules.
  • Feel No Pain X+: Another rule that didn't need a hundred different rewordings. It's another save you can take after getting wounded, just like the Emperor intended.
    • As the Terminator Librarian shows, this will also be how you're able to resist psychic powers.
  • Leader: Pretty much explains which characters can attach themselves to units.
  • Lone Operative: Prevents certain heroes from being shot at unless they're within at least 12" of the shooter.
  • Psychic: With the psychic phase gone, this is your only way to indicate what weapons and rules are psychic powers (which also means that it applies to Force Weapons again).
    • Since these powers are on the card and not anywhere else, is it possible that psychic tests are back to being Leadership tests instead of being mere 2d6 rolls against a power's TN?
  • Scouts X": Yet another rule that got too many variants. Lets a unit move X" after deploying but before the game begins.

Weapon USRs

  • Assault: Like last edition, Assault Weapons can be fired after advancing. Unlike last edition, doing so no longer inflicts any penalties to hit.
  • Anti-KEYWORD X+: Any attacks against a unit with the mentioned KEYWORD that roll an X+ to wound count as being critical wounds.
  • Blast: You get +1 attack for every 5 miniatures in the target unit. For instance, shooting a 10-man strong unit with a blast weapon which has natively D3 attacks will net you D3+2 attacks.
  • Devastating Wounds: Rolling critical wounds makes any damage the attack deals mortal wounds. Can give otherwise outgunned squads the ability to threaten tanks.
  • Hazardous: Might well be the way Gets Hot! will be reworded.
  • Heavy: Weapons with this rule can be fired on the move, but they add +1 to BS if the model hasn't moved before shooting.
  • Ignores Cover: If you need to ask what this does, it ignores the rock you've been living under for the last nine editions.
  • Melta X: Meltaguns and other Melta-adjacent weapons always worked better at half-range anyways. This adds +X to the gun's damage if you fire it within half their listed range.
  • One Shot: Single-use weapons.
  • Pistol: Presumably allows pistols to shoot while in engagement range.
  • Lethal Hits: Any natural 6s to hit automatically wound. It's yet to be seen if this can potentially trigger anything like Devastating Wounds.
  • Precision: Probably Precision Shots/Hits, might allow a unit to ignore the typical wall of bodies to pick out a single model to hit. Or the old Sniper rule.
  • Rapid Fire X: A mix between how last edition did it and the Orks' Dakka weapons. If this gun is fired at half-range, they now add +X extra attacks instead of automatically doubling the number of attacks it makes.
  • Sustained Hits X: Rolling a critical hit deals +X additional hits. Seems stuck on very rapid-fire weapons like Shuriken Cannons and Heavy Bolters.
  • Torrent: Given to spray weapons like the Pyreblaster. Might just be their auto-hit rule, seeing as these weapons tend to have no BS to roll and randomized attacks.
  • Twin-Linked: Back from the dead, this lets you re-roll to wound. Even better, this can now be applied to melee weapons in some cases where the model is dual-wielding, so expect Lightning Claws to matter more than a mere extra attack.


<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>