Warhammer 40,000/9th Edition Tactics/Tactical Terrain

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This is the current 9th Edition's Tactical Terrain tactics.

Why play Tactical Terrain?[edit]

WIP.

Pros[edit]

  • Tailor the battlefield to your army.
  • Patch up a lack of abilities in your army.

Cons[edit]

  • Currently limited to just the new Battlezone Manufactorum kits, and the Munitorum Armoured Containers and Galvanic Servohaulers sans the crane, no other terrain pieces've rules as of late 2020CE.

Special Rules[edit]

Battlezone: Manufactorum[edit]

  • SOLID CONSTRUCTION: Any model getting a Cover Save bonus from a terrain feature with Battlezone Manufactorum Area, treats attacks from AP-1 weapons as being AP0 instead. This'll mainly reduce the effectiveness of standard line infantry weapons, which're usually AP-1 or AP0 anyway, meaning you'll need to rely on special weapons to crack defended positions.
  • PIPEWAYS: Certain Battlezone Manufactorum terrain features have access ports for pipes, which can link up with Battlezone Manufactorum Pipeway terrain features for the purposes of certain abilities.
  • BATTLEZONE MANUFACTORUM THERMO PIPES: Battlezone Manufactorum Thermo Pipes can be set up within 3" of Battlezone Manufactorum Pipeway and vice versa, as long as the pipe access ports on the terrain features all link up. When this's the case, the Battlezone Manufactorum Thermo Pipes and Battlezone Manufactorum Pipeway terrain features're considered connected for the purposes of certain abilities. This's what lets you create sprawling pipe networks, which can divide up the battlefield and obstruct the movement of ground-based vehicles.
  • CHANNELLED POWER: Separate Battlezone Manufactorum Pipeway terrain features all connected to the same Battlezone Manufactorum Thermo Pipes're considered connected for the purposes of certain abilities.

Theatres of War[edit]

Battlezone: Manufactorum[edit]

  1. Unstable Cargo: Any unit with models standing on top of a Munitorum Armoured Container or Servo-Hauler, suffers 1d3 Mortal Wounds on a separate roll of 1 if hit by a ranged attack with Blast and/or S7. The only reason you might've peeps up on top of a crate's to operate the two Storm Bolters, so this's unlikely to ever really come up as a problem.
  2. Molten Leakage: One Battlezone Manufactorum Area terrain feature in each player's territory's randomly selected at the start of each battle round, and at the end of the battle round any unit with models getting a Cover Save bonus from either of those terrain features suffers 1d6 Mortal Wounds, unless every model in the unit has a 2+ Armour Save in which case it's only 1 Mortal Wound instead. This can potentially ruin a defensive strategy involving everyone's favourite tube-based infrastructure, as you've no way of knowing which terrain feature's going to start sweating, unless you're in Mega Armour in which case you can probably tank it.
  3. Scorching Steam Blasts: Any unit getting a Cover Save bonus from a terrain feature with Battlezone Manufactorum Thermo Pipes, suffers 1d3 Mortal Wounds on a separate roll of 1 at the end of the Movement Phase. Slightly more manageable than Molten Leakage, but only slightly.
  4. Fragile Shells: Every Battlezone Manufactorum Ruin terrain piece loses the Light Cover Terrain Trait. Makes everything worse.
  5. Broadcast Disruption: -2" to the range of the aura abilities of any Characters within 1" of any Battlezone Manufactorum terrain feature. Reduces the effect of the Auto-Choral Transmitter to only +1" rather than +3", easy enough to avoid if you don't need cover anyway.
  6. Gaze of the Omnissiah: Any unit with models getting a Cover Save bonus from a terrain feature with Battlezone Manufactorum Area, gives any enemy unit shooting at it +1 To-Hit. Orks hitting you on 4+?!

Crusade Agendas[edit]

Battlezone: Manufactorum[edit]

  • SECURE THE CARGO: +1 EP for a non-Character Infantry unit, every time it performs the Secure the Cargo Action on a Munitorum Armoured Container within 1" that hasn't previously had that Action performed on it. Better the more crates're on the field. Loot all the things!
  • PLACE BEACONS: +2EP for the first units to reach one of up to three Obscuring Ruins outside your Deployment Zone in the Movement Phase, pre-selected after choosing said Deployment Zone at the start of the match. Encourages you to race out to stake your claim on no-man's land.
  • ASSIST IN THE REPAIRS: +1 EP for one unit within a Battlezone Manufactorum Engine Shed every time one of your Vehicle units's fixed by its Engine Maintenance Special Rule. A reliable pay-off with a back-field shooting unit.
  • SIPHON ENERGY: +1 EP for a non-Character Infantry unit, every time it performs the Siphon Energy Action on a Thermo Coil Regulator within 1". There're usually going to be less Regulators than Armoured Containers on the field, but you're not limited to just one time per crate. Loot all the other things!

Terrain Features[edit]

All Battlezones[edit]

  • Munitorum Armoured Containers: 20 TP. A trio of crates, for the efficient mass transportation of stuff around the galaxy. Each datasheet allows you to take three Munitorum Armoured Containers, and you must deploy all three, which can be placed within 3" of and even on top of each other. These're Exposed Position, Light Cover, and Scaleable, an Obstacle, and've the Storm Bolters Special Rule. Each of the three crates can be upgraded with up to two pintle-mounted Storm Bolters for +5 TP per gun.
    • Storm Bolters: Up to two models standing on top of a Munitorum Armoured Container can count as having a Storm Bolter in their Shooting Phase, depending on how many Storm Bolters said crate has been upgraded with. Perhaps a way to upgrade the firepower of units that're stuck with Pistols?

Battlezone: Manufactorum[edit]

  • Storage Fane: 40 TP. A basic rectangular ruin consisting of one small L-shaped corner wall, and one medium L-shaped corner wall supporting the remains of a first floor, which also has a single pipeway access point. These're Breachable, Defensible, Light Cover, and Scalable (Notice the change of spelling, great job staying consistent within the SAME document, GW), an Area, and've the Ammunition Storage Special Rule.
    • Ammunition Storage: Any model fully within the footprint of this thing can re-roll a single To-Hit roll of 1 every time it shoots, and one unit with every member model fully inside at the beginning of the Shooting Phase can've half its number rounded down throw their grenades instead of just the usual one. This'll benefit small units that can actually fit in it, such as Tankbustass and Lootas, but you could always squeeze the special and heavy weapon guys of a regular but larger squad in and just've all their buddies hanging around outside.
  • Sub-Cloister: 50 TP. A different basic rectangular ruin also consisting of one small L-shaped corner wall, and one medium L-shaped corner wall supporting slightly more remains of a first floor, which also has a single pipeway access point, but both sections're at the opposite angle. These're Breachable, Defensible, Light Cover, and Scalable, an Area, and've the Hidden Basement Special Rule.
    • Hidden Basement: Alternative deployment option for one ten-man-or-less Infantry squad, who can deploy inside this ruin during the Reinforcements Step of your Movement Phase. Great cheap way of Infiltrating any dudes you want, without spending CP to do it.
  • Engine Shed: 60 TP. A complex rectangular ruin consisting of two small L-shaped corner walls, one at either angle, one medium L-shaped corner wall supporting the remains of a first floor, which also has a single pipeway access point, and one large L-shaped corner wall supporting a lot more remains of a first floor, which again has a single pipeway access point for a total of two overall. These're Breachable, Defensible, Light Cover, and Scalable, a Critical Feature and Area, and've the Engine Maintenance Special Rule.
    • Engine Maintenance: One Vehicle model properly parked inside this terrain feature can be repaired once per turn for +1d3 Wounds at the start of your Command Phase, as long as there's also a friendly Infantry unit in there to help with the job. The garage area's big enough to fit any Trukk or new Warbuggy variant, but a Battlewagon might be pushing it a bit.
  • Sanctum Administratus: 60 TP. A basic square ruin consisting of one small L-shaped corner wall, and one large U-shaped double-corner wall supporting the remains of both a first and second floor, as well as two pipeway access points. These're Breachable, Defensible, Light Cover, Obscuring, and Scalable, a Critical Feature and Area, and've the Plunging Fire Special Rule.
    • Plunging Fire: Any Infantry model on the second floor ignores the Look Out, Sir Special Rule when shooting. Turns any unit in your army into snipers. Ork Snipers? Yes, please!
  • Auto-Choral Transmitter: 40 TP. A basic non-ruined building consisting of one tower, with a single pipeway access port. These're Inspiring, Obscuring, and Unstable Position, a Critical Feature and Obstacle, and've the Broadcast Augmentation Special Rule.
    • Broadcast Augmentation: +3" to the range of the aura abilities of one Character unit within 1" of this terrain feature or any terrain features connected to it at the end of the Movement Phase until the end of the turn. Can be combo'd with other things like Warlord Traits for some crazy range, such as Follow Me, Ladz! on a Warboss to double their Waaagh!s radius to 12"!
  • Thermo-Exchanger Shrine: 50 TP. Another basic non-ruined building consisting of one vat, with a single pipeway access port. These're Inspiring, Obscuring, and Unstable Position, a Critical Feature and Obstacle, and've the Thermal Suppresion Field (Aura) Special Rule.
    • Thermal Suppresion Field (Aura): Any Infantry models that use the Supercharge or Overcharge profiles of their weapons with 6" of this terrain feature or any terrain features connected to it, ignore any Mortal Wounds or just straight up destruction that come from that on a 4+ on a separate 1d6. This makes Plasma weaponry just that little bit safer, always welcome.
  • Thermo Pipes: 20 TP. These're a whole bunch of fancy-as pipes, and're how you link your ruins and buildings together. Each datasheet allows you to take; one double pipe section that terminates in the ground on one side, two regular double pipe sections, two damaged single pipe sections, one Thermo Coil Regulator, and one single pipe bend, and you can deploy as many or as few of them as you like, as long as they all link together via their access ports into two separate pipe networks. These're Defensible, Defence Line, Difficult Ground, Heavy Cover, Light Cover, and Unstable Position, an Obstacle, and've the Overheated Regulator Special Rule.
    • Overheated Regulator: Enemy units that end their Charge moves both in base contact with the Thermo Coil Regulator AND within 2" of one of your own units, suffer 1d3 Mortal wounds on a separate 1d6 roll of 4+. The Regulator sticks out like a sore thumb, so if your opponent knows what it does, they'll make sure to keep well clear of it, which could be used to your advantage to try and control the enemy's movement.
  • Conservators: 20 TP. A couple of Tractors and a towable Trolley, for shifting crates around Spaceports. Each datasheet allows you to take a single Servo-Hauler with its Claw, a single Servo-Welder and its... Welder, and a single Haulage Trailer with a single Munitorum Armoured Container on it, and you must deploy all three, with the Servo-Hauler and Haulage Trailer able to be placed with 3" of each other. The Haulage Trailer's Exposed Position, Light Cover, and Scaleable (And back to the previous spelling), and an Obstacle. The Servo-Hauler and Servo-Welder're Heavy Cover, Light Cover, and Unstable Position, an Obstacle, and've the Auto-Repair Protocols Special Rule. Note that the two pintle-mounted Storm Bolters on top of the Armoured Container can't be operated in the Shooting Phase in Matched Play.
    • Auto-Repair Protocols: One Vehicle model within 1" of both the Servo-Hauler AND Servo-Welder, can be repaired once per turn for +1d3 Wounds at the end of your Movement Phase. Like the Engine Shed, a cheap way of getting another Mekboy on the field.

Tactics[edit]

WIP.


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