Warhammer 40,000/7th Edition Tactics/Fortifications

From 2d4chan
Revision as of 08:54, 6 May 2015 by 1d4chan>Otter (Other)
Jump to navigation Jump to search

General notes

Here are the general tactics about formations so that we don't have to type, update and manage the same thing for each codex.

Upgrades

Formations of Fortifications

Fortifications

Buildings

  • Imperial Bastion: Ridiculously cheap, can mount a Quad Gun that can pop transports and flyers, gets 4 free heavy bolters which can be legally placed all on one facing, gives your men the advantage of height and cover, and if you play air cavalry the Comms upgrade is a must, letting you modify your reserve rolls by +1. Place Veterans inside and use it to overlook most of the battlefield, while the rest of your army is moving about/shattering enemy's sky.
  • Fortress of Redemption: Expensive both in points and actual cost, this huge model doesn't exactly bristle with guns as you would expect. But now, you are able to dominate everything on the table - tanks will be sniped with the '96 lasgun, fliers will be decimated by BS4 AA guns (you did garrison Veterans in there, right?), and everything else will have to eat Heavy Bolters. And that thing launches Missiles (frag and krak). Oh, and all Imperial units get various buffs and saves, meaning that this thing is the ultimate say in the world of Gunline Guard. On the negative side, this thing turns the field into a giant clusterfuck the moment at least one of it's sections breaks apart.
  • Imperial Strongpoint: Can't decide whether you want the Imperial Bastion or Aegis Defense Line? Why not take both. With the Stronghold Assault expansion, you can take both and more. For just one Fortification slot, you get a required Aegis Defense Line, a Imperial Bastion, a optional Skyshield Landing Pad, optional Honoured Imperium, and options to include more of the listed. For IG gunline armies, this is beautiful. This is basically the poor man's Fortress of Redemption. The major problem though is IG ballistic skill. With all this heavy ordnance, you want to get as many Vets as possible to man these guns. Also, don't expect to move that far. With most of your cover and weapons unmovable, you will just have to wait for the enemy to reach you.
  • Honoured Imperium: Ok, no. While it might be nice to place a giant statue or church rubble and receive Stubborn for your Guard and Imperial Allies, think about your choice. For your ONE fortification choice, you would take one statue that CANNOT fire back over fortifications THAT CAN FIRE BACK! And while fearless is nice for guard, units have to be within 2 inches to even benefit from the Stubborn rule. Best used with gun-line guard and even then you will have the problem of blast templates. You do get a 3+ cover save if behind the fortification, but chances are you are using the giant statue that breaks LOS making the cover save basically unnecessary. Use your points on a Commissar. If you are truly wanting to use this fortification, then go all in and get the Imperial Strongpoint. In fact, if you want Stubborn, get a Commissar!
    • This might be slightly useful with vehicles, if you have a predator positioned just right that you don't ever plan on moving for example, otherwise you will never use this cover save ever.
  • Plasma Obliterator: Oh my...a simple building at AV14 all around, but has a Plasma Obliterator which fires a 7" Massive Blast at S7 AP2. Want to obliterate its point cost in heavy infantry? Look no further. However, it still gets hot (luckily since it's a fortification it gets a 4+ save against it), and it has a new rule called Plasma Overheat which means if it takes a glancing hit due to Gets Hot! a unit embarked takes D3 randomly allocated wounds (just as with classic gets hot! allow saves). You'd think a building the size of a Bastion would have an external cooling system to prevent this fucking rule...still, at land raider cost it's quite an expensive Fortification, but oh man will this thing melt hordes, regardless of how good their save is.
  • Void Shield Generator: Big ol' AV12 bubble to hide behind and shoot with impunity. 50pts. Want two more layers? 100pts. Goody gumdrops.

Other

  • Aegis Defense Lines: In case you forgot to get a Hydra or chose to actually get Anti Air with an Interceptor rule, Aegis will help you out with the annoying fliers. In addition, you get a nice piece of cover for Guardsmen, which you can use as a forward assault base of sorts, or to hide behind (argue with your opponents that your Leman Russ gets a cover save as well). Pretty cheap point-wise, and can be a good choice if you want to have some basic foothold without turning into Gunline Guard. Combind with "Get back in the fight" orders and GTG for 2+ cover guardsmen.
  • Promethium Relay Pipes: 4+ Cover save, like the Aegis but can burn those behind them if they are unlucky. Now the good part. If a non vehicle model is armed with a Flamer weapon then it becomes Torrent that shoots a heavy weapon if within 2" of a pipe.
  • Skyshield Landing Pad: On one hand, you practically give your Guardsmen an Invulnerable Save(!) - on the other, you don't have many units that can Deep Strike. Could be worth it, if you have some Deep Striking allies. Park your basilisks or manticores on it, or alternatively a deathstrike missile launcher if you feel your trollface isn't getting enough use. The Aegis defence line also provides an awesome forward base that you can load with heavy weapons team for instant 4+ cover and never have to move!
    • With the "Ready For Take-Off" upgrade ( Only 5 points ), this becomes a very good fortification that is probably a must have if you planned to use it and a Vendetta. Deploy the Vendetta(s) in it ( In Hover mode for the first turn ) and don't move it/them : You got yourself AV12 4+ Invuln Twin-Linked full-BS lascannons all around with a very good LOS. Next turn ( It is quite unlikely a Vendetta has been taken down by now ), zoom out and do Vendetta stuff as you would normally. This gets you a guaranteed 2nd turn Vendetta for the "cost" of having it sitting on the landing pad with a 4+ invulnerable save on first turn, during which it will still be able to fire its payload at full BS. If you plan on taking Vendettas but don't like spending points on reserve roll trickery ( Which puts you on par with Skavens concerning reliability ) you can easily rationalise incorporating that Skyshield into your army ( Park your officers, heavy weapons teams, tanks, artillery on it, whatever : 4++ is GOOD - AV14 4++ isn't going anywhere ) for a fine piece of fortification that will act as an excellent Vendetta force multiplier.