Warhammer 40,000/10th Edition Tactics/Leagues of Votann
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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
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- 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.
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- 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.
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- 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.
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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: The boss of your forces, the head honcho retains his Grim Efficiency from last edition, letting him slap a judgement token onto a visible enemy unit once per turn. Don't think about bringing 2 Khals, though, because this ability can only be used once per turn. He also grants any unit he leads Kindred Hero, which gives their weapons Lethal Hits. Because of this, he's a bad pick for Einhyr Hearthguard with Volkanite weapons, since Lethal Hits and Devastating Wounds don't mix. His Teleport Crest will let any attached unit Deep Strike, while the Rampart Crest gives the unit he leads a 5++ invuln, making for a tough little bunker of wee men that stand a good change of resisting very heavy firepower. His weapons are the same as last edition, though both melee weapons have lost a point of AP.
- Leads Hearthkyn Warriors and Einhyr Hearthguard
- Einhyr Champion: Still the muscle, this time a little toned down from last edition. The unit he leads (just Einhyr Hearthguard) can re-roll charges thanks to his Example of the Einhyr ability, which is great if you want to deep strike them. His Mass Driver Accelerators let his unit get a pseudo-Hammer of Wrath after charging, doing d3 mortals on a roll of 2 to 5, and on a 6 it spikes to d3+3. Can take the standard compliment of crests, with the Teleport Crest granting his unit deep strike and the Weavefield Crest granting himself a 4++ invuln, which is damn near necessary because while he's a stupidly tough guy he's not a Terminator and lacks a native invulnerable save. On the offensive side, sadly, his Darkstar Axe has been nerfed to no longer ignore invulnerable saves, but that's okay because it comes with a buffed profile that's tailor-made for bullying marines. His hammer is still the big cheese, though, hitting as hard as a lascannon, but with only a -2 to the armor save you might find it challenging to actually bust a tank with it. Definitely a side-grade to how the Champ was last edition, take him if you like running Hearthguard.
- Leads Einhyr Hearthguard
- Brôkhyr Iron-Master: Talk about a glow-up. This guy is your tech-priest, with his Brôkhyr's Guild ability letting him repair d3 wounds on a friendly Vehicle or Exo-Frame once per turn, with his Ironkin Assistant bumping that to a flat 3 so long as it's still alive. Why you want him, though is his Multispectral Visor ability, which adds 1 to his attached unit's hit rolls. His weapons are the same as last edition's, with him coming stock with a grav gun and grav hammer that get Anti-Vehicle +2, and his ECOGs getting weapons that you'll forget about because you'll never use them.
- Leads Hearthkyn Warriors and Brôkhyr Thunderkyn
- Grimnyr: The bearded geezer returns, and now he's much more of a team player. His Fortify ability gives the unit he leads +1 to their toughness score, while Grimnyr's Regard lets his unit ignore battle-shock once per battle. Seeing as how psychic tests are no longer a thing, the CORVs he comes with seem to only provide his guns, but that's fine because it's just more guns to add to a squad. Speaking of guns, the reason you'll want to take him is probably his Ancestral Wrath, which will paste marines with impunity and, on its Hazardous profile, double its shots. He's lost a lot in versatility, though, with the many good psychic powers available last edition mercilessly trimmed down.
- Leads Hearthkyn Warriors
Epic Heroes
- Ûthar the Destined: The big man is back and you'll be seeing a lot more of him now that he's not faction-locked. He has the same Ancestral Fortune ability as he did last edition, though now it only affects himself, which is a fairly hefty nerf. In addition, his The Destined ability changes any damage done to him to 1, which is bonkers and will keep him on the table for a good while. Finally, he has the standard Grim Efficiency ability that all Khals get that lets him slap a visible enemy unit with a judgement token. However this doesn't stack with other Khals because it may only be used once per battle round, again, a hefty nerf from how it was before. Defensively, his Rampart Crest grants the unit he leads a 5++ invuln, while he himself has a 4++. After what it was like last edition, it seems old Uthar isn't the auto-take he was beforehand, but don't let the nerfs fool you. He's still a decent beatstick character that hits on a 2+ with all his weapons and retains the utility of a regular Khal.
- Leads Hearthkyn Warriors and Einhyr Hearthguard
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.
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