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Warhammer 40,000/10th Edition Tactics/Leagues of Votann
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===Battleline=== *'''Hearthkyn Warriors:''' As befits the singular troops choice of the Leagues, you're given quite a wide variety of guns and tools so that you can kit them for any situation you see fit. The loss of the HunTR rule doesn't really affect you at all, as all of your weapons, including your heavy weapons, can now be fired on the move by default. Even better, they have the ability to keep points capped even when they're gone so they can keep on fighting. **The weapon choices remain familiar to you. The option between bolters and ion blasters hinge upon your preference of range and rate of fire over strength and penetration, and your specialized weapons boil down to always taking a rotary cannon and magna-rail rifle. The Theyn, on the other hand, can only pick up a Kin Weapon in place of his plasma weapons, giving S5 AP-2 D2 to his two swings. ***Auto Rifle: Just worse than the Rotary Cannon unless you Advance, in which case the unit's shooting is worthless anyway. Do not take. ***Magna-Rail Rifle: Best weapon you can take for heavy targets. ***Missile Launcher: Worse than a Magna-Rail Rifle or Rotary Cannon against everything, and not even as versatile as it looks, largely due to how good the Rotary Cannon is. Do not take. ***Plasma Beamer: There's no excuse for taking this - the Magna-Rail Rifle is better. Do not take. ***Rotary Cannon: Best weapon you can take for softer target. **The gear remains quite effective for your lot. The Medipack gives you a 6+++, the Comms Array lets you recover a CP you spent on this unit on a 5+, and the Pan Spectral Scanner makes all weapons ignore cover. **No matter how you equip them, they will come to 135 points, which is a welcome change from a kitted out squad hitting up to 170 points last edition. Time will tell if the new price is appropriate for them, though, with that T5 and 1 wound not looking too thick with all the ''Lethal Hits'' and ''Devastating Wounds'' enemy units sling out.
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