Warhammer 40,000/10th Edition Tactics/Leagues of Votann
This article is a stub. You can help 1d4chan by expanding it |
This is the current 10th Edition's Leagues of Votann tactics. 9th Edition Tactics are here.
Why Play Leagues of Votann
Pros
Cons
- Void Armour is gone, you're now stuck suffering in the same way everyone else did.
Faction Rules
- Eye of the Ancestors: Largely unchanged from last edition. Any time an enemy kills one of your units, that enemy gains a Judgment token, with a maximum of two tokens. Any friendly units that target this enemy gains bonuses (+1 to hit for one token, +1 to wound for the second).
- While still very powerful, this does seriously trim down on the overloading of benefits that plagued last edition, even after the day 1 errata.
Detachments
Oathband
Special Rules
- Ruthless Efficiency: One enemy unit at the start of the game immediately starts with two grudge tokens, so prepare your biggest guns to blast the warlord to bits. Hell, you actually gain extra CP depending on how fast you kill them (3 CP if you kill them by your second Command phase, 2 CP if you kill them by your fourth Command phase, 1 CP afterwards).
Stratagems
<tabs> <tab name="Battle Tactic">
- Reactive Reprisal (2 CP): When a marked enemy shoots one of your units, your unit can immediately shoot them back in retribution.
- Warrior Pride (1 CP): During the fight phase, while a Leagues of Votann unit is within engagement range of a enemy unit with one or more judgement tokens, you may add 1 to the AP of any attacks made by that unit.
- Ancestral Sentence (1 CP): In your shooting phase, select a Leagues of Votann unit. Until the end of that phase, that unit gets Sustained Hits 1 against enemies without judgement tokens, and Sustained Hits 2 against enemies with judgement tokens.
</tab> <tab name="Strategic Ploy">
- Ordered Retreat (1 CP): When a Leagues of Votann unit falls back, pop this and they can shoot and charge.
- Newfound Nemesis (1 CP): When a Leagues of Votann Mounted or Infantry unit is reduced to below half strength as the result of an enemy's shooting or melee attack, that unit gains 1 judgement token, or 2 tokens if your Warlord was leading that unit.
</tab> <tab name="Wargear">
- Void Armor (1 CP): It's back. Relive last edition by worsening the AP of an enemy attack against one unit in either the shooting or fight phase.
</tab> </tabs>
Enhancements
- Appraising Glare: In your command phase you can select an objective that your opponent controls and treat any of their units within range of that objective as having one more judgement token than they currently have (to a maximum of 2). Not quite how things were last edition, but this still should make your opponent wary of trying to take what's rightfully yours.
- Grim Demeanour: You can re-roll battle-shock tests for the unit the bearer of this is attached to, and they can ignore modifications to their characteristics (excluding saving throws) and/or to any rolls or tests made by them. This may be a sleeper hit, since this lets you ignore potentially crippling leadership debuffs, but also things like -1 toughness or OC.
- A Long List Your book is still very, very long. When the bearer of this destroys an enemy unit, if that unit had any judgement tokens, you can slap one more on another unit that the model can see.
- Wayfarer's Grace: After the bearer of this is destroyed, roll a d6. on a roll of 2 or better they pop back up with all their wounds remaining, as close as possible to where they were destroyed.
Unit Analysis
Characters
- Kâhl:
- Einhyr Champion:
- Brôkhyr Iron-Master:
- Grimnyr:
Epic Heroes
- Ûthar the Destined:
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.
- 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.
Infantry
- Cthonian Beserks:
- Einhyr Hearthguard:
- Brôkhyr Thunderkyn:
Mounted
- Hernkyn Pioneers:
Vehicles
- Sagitaur ATV:
- Hekaton Land Fortress: Your giant wagon remains as reliable as ever, buffed to T12 so it can reliably weather the odd lascannon.
- Aside from just being brimming with guns, its Fire Support rule also makes it reliable as a combat transport. Whenever the fortress hits someone, it marks the enemy for the turn, allowing anyone that disembarks it to re-roll to wound when they attack the enemy next.
<tabs>
<tab name="10th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="9th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="8th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="7th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="6th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="All">
General Tactics |
|
---|---|
Imperium (8th) |
|
Chaos | |
Eldar |
|
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
</tabs>