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Made in us
Regular Dakkanaut




Hopefully my last LoV for a while, as I assume everyone is getting tired of my builds even if I do have a lot of fun making them. Does fun matter in 40k anymore or is this just wishful thinking? Anyways - Pure, or at least as pure as you can get Melee build with Votann without being dysfunctional. Good to use if the opponent is Tailoring for long-range combat, just to teach a lesson in how versatile a faction can be.

Strategy is beyond simple - rush ahead and bash skulls. Even the Orks might get some noggins knocked. It can be easily overcome with even a small amount preparation, but without, there is a real chance of getting Blitzed/Steamrolled


Kronus Hegemony

Battalion Detachment

Einhyr Champion
Ancestral Bearing, Weavefield Crest, Mass Hammer, Grey Crest

High Kahl
Combi-Bolter, Exemplary Hero, Plasma Axe, Rampart Crest, The Just Blade

Kahl
A Long List, Combi-Bolter, Plasma Axe, Grudge's End

Troops

2x7 Hearthkyn w/ Bolters
Comms, Medic

8 Hearthkyn Warriors w/ Bolters
Medic

Elites

6 Beserks w/ Concussion Mauls
Mole Grenade Launcher

5 Beserks w/ Concussion Mauls
Twin Concussion Gauntlet

6 Beserks w/ Concussion Mauls

3 x 5 Cthonian Beserks w/ Heavy Plasma Axes

Heavy Support

2 x 3 Brokhyr Thunderkyn w/ Graviton Blast Cannons


Like I said, not the most sophisticated strategy in the world, you rush units forward and smash. The 40k Equivalent of Fireslayers. Part of the reason I am more okay making this incredibly assymetric, it adds to the chaos.

I actually think I found a use for Thunderkyn here as cheap, heavy-missile support. Generally Thunderkyn aren't that useful because they are easily killed. But in a build like this, I imagine the enemy may be too busy dealing with rabid, melee targets to worry about the Thunderkyn, until it's too late.

Of course Hearthkyn, while the most basic squads, can do some pretty impressive damage if ignored as well.

And HQ adds a lot of buffs, damage via Auras, etc. Like I said I like to have Armies like this in my back pocket, in case a particularly obnoxious opponent decides to Tailor against my more vehicle heavy, shooter lists.


This message was edited 2 times. Last update was at 2022/11/04 00:51:49


 
   
Made in gb
Lord of the Fleet






London

Already illegal. You can only take one Kahl.
   
Made in fi
Locked in the Tower of Amareo





A HIGH KÂHL is excluded from the Hero of the Oathband ability rule. This means a Detachment can include both one HIGH KÂHL unit and one other KÂHL unit.


Really?

It's basically same as marine captain and chapter master. You can only include one captain in detachment. However chapter master upgrade to captain then allows another captain to be added.

This message was edited 2 times. Last update was at 2022/11/04 10:55:12


2024 painted/bought: 109/109 
   
Made in gb
Lord of the Fleet






London

tneva82 wrote:
A HIGH KÂHL is excluded from the Hero of the Oathband ability rule. This means a Detachment can include both one HIGH KÂHL unit and one other KÂHL unit.


Really?

It's basically same as marine captain and chapter master. You can only include one captain in detachment. However chapter master upgrade to captain then allows another captain to be added.


Fair enough then.
   
Made in us
Regular Dakkanaut




 Valkyrie wrote:
tneva82 wrote:
A HIGH KÂHL is excluded from the Hero of the Oathband ability rule. This means a Detachment can include both one HIGH KÂHL unit and one other KÂHL unit.


Really?

It's basically same as marine captain and chapter master. You can only include one captain in detachment. However chapter master upgrade to captain then allows another captain to be added.


Fair enough then.


Yeah I think that's correct, you can have a Kahl and High Kahl, Uthar counts as a High Kahl.

I'm wondering if that applies to Grimnyr and Brokhyr. The former could lead to massive Mortal Wound spam and CP generation, the latter a ridiculous amount of heals. I guess the 2-3 HQ per detachment limit prevents that on its own, though 3 Grims is 3 Smites, 3 Wraths and 3 Echoes a round 12+ MWs a round and 3-4 CP generation per turn. The latter something like 12 Wound Heals per vehicles a round ( Immortal Hekatons!) . Scary stuff.

This message was edited 2 times. Last update was at 2022/11/06 04:51:45


 
   
Made in gb
Lord of the Fleet






London

Your choice of Hearthkin seem a bit weird, looking at the Codex they're 10 guys minimum so not sure how you're getting units of 7-8. Also consider if your group runs Rule of 3 before buying that many Bezerks.

Had a couple of small games against LoV last week, Thunderkin are pretty decent when given the right buffs.
   
Made in fi
Locked in the Tower of Amareo





Asenion wrote:


I'm wondering if that applies to Grimnyr and Brokhyr. The former could lead to massive Mortal Wound spam and CP generation, the latter a ridiculous amount of heals. I guess the 2-3 HQ per detachment limit prevents that on its own, though 3 Grims is 3 Smites, 3 Wraths and 3 Echoes a round 12+ MWs a round and 3-4 CP generation per turn. The latter something like 12 Wound Heals per vehicles a round ( Immortal Hekatons!) . Scary stuff.


You can have as many non-upgraded psyker etc as you want.

You can only upgrade ONE per different sub faction so if you took 2 sub factions you could have 2 upgraded psykers...But of course multiple subfaction taking is bit reduced these days.

2024 painted/bought: 109/109 
   
Made in us
Regular Dakkanaut




tneva82 wrote:
Asenion wrote:


I'm wondering if that applies to Grimnyr and Brokhyr. The former could lead to massive Mortal Wound spam and CP generation, the latter a ridiculous amount of heals. I guess the 2-3 HQ per detachment limit prevents that on its own, though 3 Grims is 3 Smites, 3 Wraths and 3 Echoes a round 12+ MWs a round and 3-4 CP generation per turn. The latter something like 12 Wound Heals per vehicles a round ( Immortal Hekatons!) . Scary stuff.


You can have as many non-upgraded psyker etc as you want.

You can only upgrade ONE per different sub faction so if you took 2 sub factions you could have 2 upgraded psykers...But of course multiple subfaction taking is bit reduced these days.


It's become clear a Melee list Votann army can never win...
   
Made in fr
Guarding Guardian



Italy

Excuse me but I'm new to this faction and maybe I've missread something, how can you have the heartkin squads in troops made by 7 or 8 models? Aren't them minimum ten per squad? I have another question, how you take six squad of berserker whitout fall in the rule of trhee? There's some special detachment that allow you to ignore this rule?
Or maybe you play open rules?

I think it could be a nice list to see on the table.

This message was edited 1 time. Last update was at 2022/11/16 23:20:10


 
   
Made in gb
Regular Dakkanaut






Phoenix Lord wrote:
Excuse me but I'm new to this faction and maybe I've missread something, how can you have the heartkin squads in troops made by 7 or 8 models? Aren't them minimum ten per squad? I have another question, how you take six squad of berserker whitout fall in the rule of trhee? There's some special detachment that allow you to ignore this rule?
Or maybe you play open rules?

I think it could be a nice list to see on the table.


You're correct, squad must be at least 10 strong so currently the hearthkin are illegal. And yes, unless you're playing narrative the rule of 3 kicks in for everything but troops so you have too many berserkers.
   
Made in gb
Fresh-Faced New User




I think, it´s 7 Hearthkyn Warriors + 1 with Comms + 1 Medic + 1 Champion so 10
   
 
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