Warhammer 40,000/9th Edition Tactics/Fortifications

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I am fortifying this position.

This is the current 9th Edition's Fortifications tactics. 8th Edition Tactics are here.

Why Play Fortifications[edit]

Fortifications offer a rather wide array of options, especially the faction specific ones, but basically they all serve to supplement your army. The unaligned Fortifications offer additional ways to do things which your faction might not otherwise be able to do, while the faction specific fortifications vary a lot.

Pros[edit]

  • Buildings are extremely tough; toughness 8+, 15+, and 3+ armor wounds are common.
  • Fortifications can allow things that your faction other cannot take, such as buy-able terrain, invulnerable saves, or a tough transport to hold models in (such how all the Dark Eldar transports are made of paper...).
  • Unaligned models can usually be fielded in any army without losing army bonuses.
  • Building transports (using "transport" loosely) don't have the same keyword restrictions that your army has on their transports (so your primaris can hide in that Fortress of Redemption along side your Firstborn in the same transport).

Cons[edit]

  • Prices hiked to avoid balance problems for Unaligned units being added to any faction, so cost efficiency isn't guaranteed.
  • Without keywords, your buildings are hard to buff.
  • Fortifications don't move, glares harder at the Tau and Necrons, which makes your structures less tactically flexible than even the slowest tanks.
  • Dash for WS units are hit automatically in close combat (which is all the builds).
  • Any weapon can theoretically damage a building in 9th, so they lose an odd wound to small arms fire.
  • Don't expect too much GW support. You're probably not getting a codex here.
  • These guys get mothballed at an alarming rate. It can be hard to find a good selection at your local store, if they're even in production anymore.
  • Transport issues since they are usually really large models.

Special Rules[edit]

  • Deployment When you set Fortifications up, they cannot be set up within 3" of any other terrain feature (that is not part of its own datasheet, aside from hills). A lot of people regard fortifications as useless due to this limitation. Really varies by local meta, though, as terrain placement and quantity really depends where you play.
  • Fortification Network Detachments cost 1 command point if the faction of all the models in the detachment is not shared by your warlord. So it costs nothing for Space Marines to field a Hammerfall Bunker, but the Unaligned fortification detachments cost a command point.
  • Automated Weapons: Many Fortifications feature "Automated Weapons" which force the unit to target the nearest Enemy unit or the nearest enemy AIRCRAFT unit. Some have additional limitations.
  • Obstacles See BRB, but basically fortifications that you can't destroy, or are already Wrecked, are obstacles. Obstacles can't be attacked or targeted.
  • Buildings See BRB, but bascially fortifications that you can destroy are buildings. You can target and destroy enemy buildings (but not friendly buildings).
  • Wrecked: Building version of Explodes. Model is usually not removed and instead becomes an Obstacle with Difficult Ground, Exposed Position, and Unstable Position.

Buildings[edit]

See: "Warzone Octarius – Book 1: Rising Tide" for current Fortification Datasheets

(According to "Content Validity Updates" from the Warhammer Community Downloads section, these will be current until Jan 2023)

Other stuff is found in Legends

Unaligned[edit]

Only these 5 have current rules.

  • Aegis Defence Line: Buyable terrain with Defence Line, Defensible, Light Cover, Heavy Cover, Unstable Position, and Difficult Ground keywords. Can further purchase a BS 5+ turret, which has to target the nearest unit or nearest AIRCRAFT unit. An INFANTRY unit can take an action to improve the BS by 1, and lose the requirement for targeting the nearest thing.
  • Bastion: 18 wounds, holds 15 guys, up to 10 models can shoot out (15 with upgrade). Has weapon upgrades and option to regain command points.
  • Fortress of Redemption: 30 wounds, lots of weapons, BS 4+ (that degrades), holds 30 INFANTRY (but has reduced capacity for multi-wound models), and 20 models can use fire points to shoot out (using the fortress for LoS) (and can shoot from engagement range as per Big Guns Never Tire). Without embarked units, Fortress weapons either can't shoot, or have lesser targeting options.
  • Void Shield Generator: 5++ for nearby units vs Ranged Attacks via Aura. 16 HP, but rather than degrading profile, the Aura distance degrades.
  • Skyshield Landing Pad: Much clearer rules in this edition. Much more balanced, but still useful. Clearly defined terrain (Light cover, heavy cover, Scalable, Exposed Position). Has an action that INFANTRY can take to toggle between "Shielded" or "Unfurled" Modes. Shielded is a 6++ vs ranged. Unfurled is a once per game action that AIRCRAFT can take to either automatically 3 HP or "re-arm" their once-per game weaponry.

Legendary Unaligned[edit]

As in, GW printed rules at the start of the edition and said they won't be supported in the future...

  • Tarantula Air Defence Battery (Forgeworld): Legends unit. Listed in the points summary of the Legends as a fortification, but datasheet suggests it's a Heavy Support....yeah, and GW said they aren't ever updating these legends...So maybe it's a fortification and belongs here, but maybe not.

Legendary Necron[edit]

Legendary T'au Empire[edit]

Fortification Tactics[edit]

Don't really have any at the moment, just noticed that this was totally out of date for this edition (content was 8e).


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Warhammer 40,000 Tactics Articles (10th Edition)
General Tactics
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</tab>

<tab name="9th">

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</tab>

<tab name="8th">

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<tab name="6th">

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<tab name="All">

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