Switch Theme:

[2000] - Leagues of Votann - Greater Thurian League - Destiny's Blade  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Regular Dakkanaut




So, this build focuses a lot more on JT, Auras and Raw Firepower. The downside is that it is divided basically into 2 groups vs the standard 3 - that is backline and frontal assault vs. Frontline, Rearguard + Support/Gun Mid-Line, which I prefer. One major problem with the Votann currently is they don't have a lot of cheap units, let alone cheap-fast units for screening. For Tau for example I love using some Kroot Hounds or Krootox-Riders for this, often both as it just frees up so many more units for such little points cost. Here is where Votann"s lack of speed can make for serious vulnerabilities. The Frontline can take a while to reinforce the Rearguard and vice versa, whereas other armies can reinforce their backline relatively quickly. This allows for other players to put more points on the front line or a secondary gunline that can be used to support the front or back as needed. I'd really hate to play a smart, hard-hitting Tau with this, as they could just use a few cheap screening units to guard the back, while the rest of their resources are used to strengthen their front or establish a gun, mid-line to reinforce the front or the backline as needed.

This means Votann have to be very careful and responsive in deployment. If the enemy is putting a lot in Reserve, back lines might require some extra investment. If the enemy puts little or nothing in reserve, maybe Frontline deployment is more idea. Of course this then entails the fact that post deployment shifts in movement and position can really disrupt an otherwise ideal or economical formation for the Votann. Slower speed - almost by necessity, demands more cautious deployment.

Overall though a simple, direct Votann Army. Steady Advance coupled with Heavy Firepower.


Faction - Greater Thurian League

Battalion Detachment

HQ

Uthar the Destined
Warlord

Kahl
A Long List, Combi-Bolter, Grudge's End, Mass Gauntlet, Rampart Crest

Lord Grimnyr
Ancestral Wrath, Fortify, Interface Echo, Murmuring Staff, Pragmatic Wisdom

Troops

1x7 Hearthkyn Warriors w/Bolters
1 Magna Rail, 1 Medic

2x15 Hearthkyn Warriors w/ Bolters
2x Magna-Rail, 1 Medic, 1 Comms

Heavy Support

3x Hekaton Land Fortress
Magna-Rail, Bolters, Comms

You may have noticed one Hearthkyn does not have Comms, that is intentional. Ideally the formation should be x2 - 1 Hekaton and 20 model unit of Hearthkyn at the front, one supported by the Kahl and Grimnyr, the other by Uthar, while 1 Hekaton and the weaker infantry squad stays in the back. That is why the smaller squad has no Comms - it is likely to be too far from support to get the benefits of Auras.

Overall fun times. Even if I can splash a Hekaton Magna-Rail even once on a squad in game it would be worth it. Saying bye to a wave of Nids, Astra or Pox Walkers with one shot is worth a game, and Uthar helps make that dream a reality.

I'm thinking of advancing my Hekatons before my infantry. I really hope my opponent will focus on them instead of my more vulnerable infantry. Of course this infantry will likely get Khal buffs, but still the Hekatons are so sturdy they can absorb a lot more enemy firepower.

The Grimnyr is just awesome. Relatively safe from perils. Can average 2 CP per turn - that means for a mere 2 CP cost I get an extra 5-8 throughout the game. Plus it can both Smite and cast Ancestral Wrath each turn, which translates to lots of Mortal Wounds. Fortify helps reinforce Hearthkyn or the already formidable Hekaton Land Fortress. And the Cherry of it is that it can deny Psychic, which is almost worth it just by itself.

The Hekatons are the Gold Players - resilient, able to do a lot of damage especially with Uthar and JTs, and on top of that, with Thurian they have Ob. Sec.

My greatest fear for this is Tau with a heavy gunline. Tau Railguns can make short work of a Land Fortress, and their sheer volume of firepower can ruin Hearthkyn.

It would be a bloody slugfest with lots of bodies, but at the end I think Tau firepower would have the overall edge.


This message was edited 7 times. Last update was at 2022/11/06 04:47:05


 
   
 
Forum Index » 40K Army Lists
Go to: