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Made in us
Twisted Trueborn with Blaster





North Denver

Who needs METAL BAWKSES when you can have unmoving stone bawkses!

Forts of all types seem pretty nuts in a number of ways: most are hard as heck to blow up, some have insane guns on them, but they seem to have an issue actually HITTING their target and there really doesn't seem to be a way to make them any better at that.

What forts are you excited to use and how?

What are total garbage points traps?

For me, being able to park a unit in a fort and be able to essentially shoot out of any point is a boon for heavy weapon teams from any faction (for me, a bunch of Kabalite Trueborn in a bunker with dark lances might be worth considering!).

I love the idea of the vortex missile armed Aquila Strongpoint, but man, hitting on a 5+ and costing 440 points is savage. Still, with D6 shots, and every one that hits causes D6 mortal wounds with a small chance at another D6 mortal wounds... this would sure be fun in a casual game.
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

votex missile battery

180" target any unit regardless of LoS
d6 shots
hit on 5's
anyone hit gets d6 mortal wounds (remember MW spill over to multiple models)
If you don't kill the model (for each hit) roll a dice on a 6 you do another d6

So in theory its possible to do 72 mortal wounds to something in one turn of shooting XD ...

Its a shame in general weapons in fortifications can't use the BS of guys in them now that i don't like so much

This message was edited 1 time. Last update was at 2017/06/13 09:53:58


 
   
Made in ru
!!Goffik Rocker!!






mw don't split over.
   
Made in us
Hardened Veteran Guardsman






 koooaei wrote:
mw don't split over.


Yes they do.

p.181 "Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed."
   
Made in ru
!!Goffik Rocker!!






Oh, got to keep that in mind - thx.

This message was edited 1 time. Last update was at 2017/06/13 10:10:58


 
   
Made in us
Twisted Trueborn with Blaster





North Denver

I kind of like the Icarus Cannons. They can pretty reliably hit anything with the FLY tag, and there's a LOT more stuff that qualifies for that now.

At 190 points, letting a plasma obliterator go fully automated and kill itself slowly while pouring death on whatever is closest to it doesn't seem like an awful choice.

Did anyone see if you have to deploy forts first or can you just magical Christmas-time them onto the battlefield as a deployment drop?

This message was edited 1 time. Last update was at 2017/06/13 10:23:50


 
   
Made in ie
Blood Angel Neophyte Undergoing Surgeries



Bonn

Is it not possible to embark let's say a squat of 5 Space Marine Scouts and let them fire the four heavy Bolters and the Vortex Missiles? Or are you forced to use the BS5+? Oo

I will have my Aquilla this week.
I allready have two Vengeance Batteries, a Void-Shield-Generator, two Bastion, two Aegis and a Landing Pad. Looking forward to buy a Bunker.
Yes, I love those buildings...

Fluff for the fluff-gods! 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

Its always the forts BS, the only thing they can effect is if it fires at the closest target or not.

This message was edited 1 time. Last update was at 2017/06/13 10:45:22


 
   
Made in us
Twisted Trueborn with Blaster





North Denver

From the leaks I can find, it looks like if you take a fort detachment, the fort units deploy as normal models, which is hilarious. Reactionary plasma obliterator and vengeance weapon battery deployments are going to make people salty.

The rules for Stronghold Assault and Planetstrike look pretty slick too. Very excited to try them out.

I have 2 ADLs, a Bastion, a Bunker, 1 IDL, a Firestorm Redoubt, a Plasma Obliterator, and a Skyshield, so I think I can make some serious forts to play on.

Want to get an Aquila Strongpoint and a Fort of Redemption too now.
   
Made in us
Dakka Veteran




I have an order out right now to my FLGS for 3 imperial bunkers for my Eldar army. I will either be placing 3 squads of 5 dark reapers in them or 3 squads of 5 rangers in them. I am not sure which at this point.



   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I am wondering it the Void Shield generator or Landing pad are worth it now. I made Eldar versions of both in 6E/7E
http://glennsgwmodels.blogspot.com/2016/10/eldar-terrain-some-wip.html

But now they seem a bit expensive for what they do, although they might still be really good.
Is 190pts worth it to give my shooting WK and bikes a 4++? maybe

This message was edited 2 times. Last update was at 2017/06/13 13:04:01


   
Made in ru
!!Goffik Rocker!!






You can probably buff them with magic.

All i know is that vsg is not gona be worth it for my orkses when we can have mobile 9' kff.

This message was edited 1 time. Last update was at 2017/06/13 13:29:19


 
   
Made in us
Dakka Veteran




Colorado Springs

I have an Ork gunline list w/ VSG and a Firestorm Redoubt I'll try out just for fun.

The change to a flat BS 5+ even when guns are manned is a little disappointing though.
   
Made in sg
Humorless Arbite





Hull

I have a Fortress of Redemption, so I'm looking forward to using that in the new edition (in 7th it's a little bit of a gak-show because it dies too easily BUT at least it can hit things its shooting at (I manned it with BS4 ratling) and could carry 4 units).

Little disappointed in the number of units ruling (more than a little) and the Ballistic Skill (at 1/3rd health and under it literally can't hit anything apart from a flyer at 6+).

Yet, it is tougher, so I have that to be thankful for.... and I am loving the idea of taking a Fortification Detachment now (allows up to 3 fortifications) so I can take a VSG to give an invuln save to my Fortress to make it even more durable.

The fact that it has also received the Vehicle keyword means that Techpriests can now repair it (which rules-wise, couldn't be done in 7th).

..................

All in all, I can now make a proper Fortress Defence Force as was the intention with my Guard army BUT the Fortress itself brings less bang to the party than before which is a shame considering how much more expensive it has become.



   
Made in us
Longtime Dakkanaut





Connecticut

I haven't seen much Fortification outside of the VSG that feels worth it. Even still, the VSG is terribly expensive.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

 JohnU wrote:
I have an Ork gunline list w/ VSG and a Firestorm Redoubt I'll try out just for fun.

The change to a flat BS 5+ even when guns are manned is a little disappointing though.


what did you have on the guns before grots? XD

 
   
Made in us
Dakka Veteran




Colorado Springs

 Latro_ wrote:
 JohnU wrote:
I have an Ork gunline list w/ VSG and a Firestorm Redoubt I'll try out just for fun.

The change to a flat BS 5+ even when guns are manned is a little disappointing though.


what did you have on the guns before grots? XD


Didn't bother with them too much in 7th, but now Bomb Squigs are BS 2+
   
Made in gb
Longtime Dakkanaut



Glasgow

 Otto Weston wrote:
I have a Fortress of Redemption, so I'm looking forward to using that in the new edition (in 7th it's a little bit of a gak-show because it dies too easily BUT at least it can hit things its shooting at (I manned it with BS4 ratling) and could carry 4 units).

Little disappointed in the number of units ruling (more than a little) and the Ballistic Skill (at 1/3rd health and under it literally can't hit anything apart from a flyer at 6+).

Yet, it is tougher, so I have that to be thankful for.... and I am loving the idea of taking a Fortification Detachment now (allows up to 3 fortifications) so I can take a VSG to give an invuln save to my Fortress to make it even more durable.

The fact that it has also received the Vehicle keyword means that Techpriests can now repair it (which rules-wise, couldn't be done in 7th).

..................

All in all, I can now make a proper Fortress Defence Force as was the intention with my Guard army BUT the Fortress itself brings less bang to the party than before which is a shame considering how much more expensive it has become.




Tech priests depending on type can only repair adeptus mechanicus models and astra militarum vehicles - fortifications are unaligned and so can't be repaired
   
Made in gb
Longtime Dakkanaut




Devastators in a Bunker seem really good now, 100pts to make your guys very survivable. Drawing LOS from any point is silly-good.

All the weapon emplacements just seem terribad now. You should be able to use a character's BS for them, IMHO. Or at least make it a 4+.
   
Made in us
Slaanesh Havoc with Blastmaster





New Orleans

Planning on "ork-ifying" a Firestorm Redoubt,
maybe on a large plastic toy turtle so its a "mobile"
gun emplacement!
(between battles, not during the game, of course)

not great for hitting, but I'm Ork!
I'm used to BS5+!

5-10 Loottas in it and it'll control one section of the board
and hopefully provide some anti-air
   
Made in de
Krazy Grot Kutta Driva





 Galef wrote:
I am wondering it the Void Shield generator or Landing pad are worth it now. I made Eldar versions of both in 6E/7E
http://glennsgwmodels.blogspot.com/2016/10/eldar-terrain-some-wip.html

But now they seem a bit expensive for what they do, although they might still be really good.
Is 190pts worth it to give my shooting WK and bikes a 4++? maybe


Your shield generator and landing pad look just awesome!


Would use the fortification stuff mainly to block LOS and / or objektive markers and be happy about some extra firepower and put some shooty stuff inside.
Still expensive though.
   
Made in us
Bounding Dark Angels Assault Marine




crystal, mn

I am working on a highly modified Imperial Stronghold Code Name "Coerulus Anser Outpost"

It consists of a 2' x 2' base upon with rests the heart of the outpost.
Ground level it consists of Imperial bastion bases 4 sides made up of 4 bases each side.
Level 2 has 4 center and top parts of imperial bastion linked together into one building 4x1 taking up the front of the Outpost with a quad gun on the top of each bastion.
The rest of the outpost consists of a GI Joe helicopter landing pad im using as a skyshield landing pad (significantly smaller the FW version so Thunderhawks cant land here but jetfighters and talons can) a pair of void shields and Haemotrope reactors as well on the top floor.

This ends up being 4 Imperial Bastions w Quad guns, 1 Skyshield Landing Pad, 2 Void Shield and 4 Aegis Lines with Icarus Cannons. 80 PL 1778 points 3 formations of fortifications

2 Haemotrope Reactor's (1 kit) also will be attached to it just pending 8e rules for effects/points/pl


Each of the four bastion's that make of the front.. im thinking of crewing with the following.
1 supreme command detachment (chaplain, co master, librarian, techmarine 4 combi-plasma guns )
1 vanguard detachment (int chap combi plas, 10m dev squad w plasma cannons/combi plasma, 1 company Ancient, 4 Apothecary's)
961 pt. 54 PL x4 = 3844 points of troops to fully defend the stronghold. each tower will have 4 plasma Cannons, 6 Combi Plasmaguns, 10 Bolt guns and the Quad Gun.

Not sure what to put into the four Aegis defense Lines, perhaps just plasma and flamer tacticals.

The overall thought is.. my successor DA chapter is besieged inside a fortress defending itself against the Primaris that keep trying to "join them". 5622 points/ 296 PL..



   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

As someone with Imperial Fists tactics, yes, take all of the Fortifications!

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

I've been wondering about taking an Aegis Defense Line with a Quad Gun to both protect my Devastators and give me a decent cheap option for engaging pesky flying things. Yes, the Quad Gun is BS5+, but it's cheap and gets plenty of shots, right? I have the ADL and gun emplacement models, so I've been looking for a good way to use them.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

I love me some fortifications

The auto fire only change leaves me a bit salty. I used to use a Herald of Nurgle as my gunner.

The Aquilas seem overcosted, though at least they are decently sturdy now. I used to always lose them turn one to Melta pods or lucky shots from my opponents.

FOR looks ok, if not particularly spectacular. It'll make a decent fire base, and the tower will let you draw LOS over most scenery.

Bastion looks solid, especially now all 4 heavy bolters can fire anywhere.

Vengeance batteries are ok. They were 5+ to hit in 7th anyway, and the minigun is more useful now it can wound tough stuff on 6's

Skyshield looks interesting, but I'll have to try mine out in 8th. I shelved it in 7th due to its rules being vague, and thus causing disputes.

Annoyed that we seem to have lost haemotrope reactors, armored containers etc. Also that a lot of point jump happened.

I think I'll need to run a fortified Ad Mech strongpoint at some point, and give the new rules a spin

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in de
Blood Angel Neophyte Undergoing Surgeries



Bonn

The Vortex seems a bit overcosted and you really need to be very lucky using them. It won me a game on friday by killing a full squad of sanguinary guard within one shooting phase and Dante a turn later. On the other hand it literally did nothing the three other turns.

I really don' t like the whole “mortal wounds“ thing (yet). And I don't see using units that “spam“ them. But if you look at both the Macro-Cannon and the Vortex, I would allways use the Vortex (maybe shielded by a Void-Shield for the lulz).

Till today the Aquilla has not been destroyed. It really is hart to kill.

Oh, and put a single Akolyt in it, if you don't have any other plans with it. 8 points and you can choose your target. Seems okay. ^^

Fluff for the fluff-gods! 
   
Made in gb
Longtime Dakkanaut



Glasgow

What do we think about the aquilla (either) vs the fortress of redemption

I'm considering putting together a guard foot brigade with one of the above with a Void shield generator behind it.

(I've tried running pure foot guard but it's too tricky to get a comp game finished in time.)

This message was edited 1 time. Last update was at 2017/07/26 08:07:07


 
   
Made in us
Dakka Veteran





College Park, MD

I'm fairly disappointed with the Fortress of Redemption. I can live with a 5+ to hit, but it drops down to 6+ and 7+ quickly enough that I don't think I'll ever use the FoR rules; if I play it it'll be a Bastion, Bunker, and Vortex Missile Strongpoint.

 
   
Made in au
Regular Dakkanaut




Being dying to try out a bastion full of dark reapers. Seems to fix their squishiness issues pretty well.
Toughness 9 is a big deal too, with all the common anti armour stuff still needing 5s to wound.
   
Made in gb
Longtime Dakkanaut



Glasgow

It's not so much about the kill power because if thats what you want you would take a baneblade transport for preference.

if you stick a veteran squad in the fortification your getting
A lascannon
3 plasma guns
A heavy flamer
A bolt gun
4 lasgun's that don't deteriorate. All at 3+bs that's some passable firepower
The main guns and HB are pretty big bonuses

You get T10 30w 3+ 4++ with the VSG that's pretty tough to take down I mean lascannon and meltas are on 5+ to wound and even then you save 50% of the time.

Plus I think the fortress is big enough you can hide a few mortar squads out of line of sight so they can't be shot

Bastion is never worth its pts if you stick a shooty enough squad in there to justify it your usually better off with a knight as it's tougher and mobile with the same volume of shooting plus your almost always better taking an obliterator over a bastion any day
   
 
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