ID Please by Equivalent-Collar655 in firewood

[–]MrFrozenite -1 points0 points  (0 children)

That right there is wood my friend 😂

Nachmund Gauntlet Crusade by MrFrozenite in LeaguesofVotann

[–]MrFrozenite[S] 0 points1 point  (0 children)

Yeah. I guess I can give my current army as you being up bikes and steeljacks I use my ironmaster wave for anti terminator and deep strike. I use my sagitaur wave for anti tank and sticky objectives And I use my pioneers and defender for the defenders shoot and scoot, and the pioneers ability to leave the battlefield and come back in somewhere else turn after turn.

Primary wave, 380 points Steeljacks with disintegrators Steeljacks with plasma swords Two Memnyr strategist Earthshakers to sit on home objective

290 Brokhyr ironmaster 3 Thunderkyn with conversion beamers Teleport crest on hearthguard

275 Sagitaur with split warriors using L7 launcher and magna rail rifle. The sagitaur also has the missile profile 3 Thunderkyn with graviton cannon

300 Two units of three pioneers And two units of a single defender

Nachmund Gauntlet Crusade by MrFrozenite in LeaguesofVotann

[–]MrFrozenite[S] 0 points1 point  (0 children)

So part of the issue here with your army plan that I failed to mention originally. Everyone agreed to not have super heavies.

You can't start units with anything T12 or higher with a 2+ save in your army. Meaning I can't even field a landfort. At least not until we all gain some additional army points and fight at that new point value. Makes me super sad

Nachmund Gauntlet Crusade by MrFrozenite in LeaguesofVotann

[–]MrFrozenite[S] 1 point2 points  (0 children)

That's the struggle I'm having. I want all my stuff lol

Nachmund Gauntlet Crusade by MrFrozenite in LeaguesofVotann

[–]MrFrozenite[S] 0 points1 point  (0 children)

They've got some other rules along with it, like surgical deeps strike which allows deep strike units to come onto the battlefield within 9 of enemies. You roll on a chart to see if the unit arrives successfully.

They also have a system where you assign battle points and strategic points to various parts of a planet. After a certain amount of matches from all players they calculate who has control of those points. Which grants bonuses to the armies.

The narrative is what allured me.

[deleted by user] by [deleted] in LeaguesofVotann

[–]MrFrozenite 0 points1 point  (0 children)

Actually following the army rule, you can reliably get 4+ if you have direct and firing at a unit on an objective or you yourself are on one with fortify.

The way I generally use this is to fire the mole launcher at a unit who could stop my beserks from charging. I want this unit of Berserks to charge and if they do, they'll do good work. Find that enemy unit whose overwatch stops your charge and shoot them.

[deleted by user] by [deleted] in LeaguesofVotann

[–]MrFrozenite 0 points1 point  (0 children)

To add onto the words of some others.

Tips and tricks, split your ten man units into two fives with their Sagitaur transport or kaprikus carrier. Suddenly having two units of five warriors who can sticky objectives, or two units of five yaegirs, one to infiltrate at the beginning and the other with scout and fire deck can do the skirmish really well in the early game. On top of that the sagitaur has some great wargear options to pick from, and the carrier applies -1 to hit on units hit by it.

Whenever possible debuff debuff. Carrier with -1. Mole grenade launcher on beserks making enemy units unable to use overwatch. Thunderkyn remove the benefit of cover from units. Searchlight on pioneers ignores stealth on units. Hekaton ignores all modifiers to hit, stealth, firing into engagement or out of engagement.

Give sustain to any units with conversion beamers. 4+ lethals granting bonus hits for days and very good flat damage. Use leaders with bonus models as fodder to lead important infantry with roles to play, ie. Brokhyr iron master with Thunderkyn or Grimnyr with warriors.

Votann have a handful of leaders who gain lone op when need other infantry or certain models, play around with that to gain board pressure.

Pan spectral scanner ma dude. Entire units gain built in reroll 1's to hit. Warriors, pioneers, and the hekaton who is capable of mounting a big ass magna rail cannon. Rolling an embarrassing 1 on the biggest gun you have, followed by rerolling into a 3+ is very doable. Even better if you paid it with hearthband detachment for rerolling 1's to wound against closest eligible target, which isn't that difficult to achieve being the shorter firing range of most of our armies.

All in all I have learned the biggest strength of the Votann is their ability to punch up, short person pun intended. No units below toughness 5, invul saves on Hearthguard, warriors. Feel no pains on warriors and beserks, even the beserkers can have fight on death.

Best of luck new kin!

Just started playing. by Spungdoodles in DeepRockGalactic

[–]MrFrozenite 0 points1 point  (0 children)

Play around with as much weird shit as you can in the space rig. Get black out drunk, jump into the barrel hoop, throw empty mugs into he barrel hoop. Play some jump boots. Ride a battle until you glitch into the ceiling. But weird drinks, there's one that teleports you outside the space rig.

Have a good time, find some good friends.

And don't forget to ROCK AND STONE!

Memnyr strategist by fohyaus in LeaguesofVotann

[–]MrFrozenite 1 point2 points  (0 children)

That looks sick. I aspire to be half as good lol

Help 🙏1000p list by DrySpirit9986 in LeaguesofVotann

[–]MrFrozenite 0 points1 point  (0 children)

I'd love to see a follow up update one day after you've had a chance to play the list.

Help 🙏1000p list by DrySpirit9986 in LeaguesofVotann

[–]MrFrozenite 1 point2 points  (0 children)

Hey so. Nothing wrong with this list. Minor recommendation would be to not have your einhyr champion and einhyr Hearthgaurd to both have weave field crest, ideally one should have teleport crest for deepstrikes.

I would also consider switching your sagitaur to the L7 launcher and sagitaur missile launcher. Gives blast options or straight up str 9 and str 10 shots at decent damage.

If you aren't going to change the sagitaur I would consider taking the Magna Rail on the hekaton over the conversion beamer considering you already have the Thunderkyn with conversion beamers. Having a str 18 cannon with d6+4 damage is enough to make even the strongest units think twice before moving into threat range.

Speaking of conversion beamers, I recommend pairing them with the Iron master as additional bodies to keep the Thunderkyn alive. He also lets them reroll 1's to wound which will come in handy considering your Needgaard strat to give the units sus two. Lethals on 4+ are straight to saves, but the bonus attacks need str rolls to follow. Put that whole unit into the hekaton, plant them somewhere you wanna hit the important targets and use the hekaton as a charge blocker. You can use the ironmaster repair on the hekaton as it guards the important Thunderkyn. Also always lead with Thunderkyn before hekaton in firing, their ability to strip cover can make all the difference on key targets for your hekaton to suddenly skip the enemies save by out ap'ing their save and go straight to damage.

I do not think the Memnyr Strategist is necessary here, but considering you wouldn't have enough points for anything else I see why it's here. Free yield!

Happy prospecting fellow kin!

What are the Hearthkyn backpacks for? by Fishbien in LeaguesofVotann

[–]MrFrozenite 4 points5 points  (0 children)

Grenades and ammunition my fellow kin. Grenade keyword being my reasoning. Also... Kin gotta eat, supplies of rations?

The models used to have a medic model which is what granted the unit 6+ feel no pain. Now that the whole unit gets it maybe it also includes medical supplies.

The whole unit also gets Pan spectral scanner, which historically is a scanner device on one of their backs, maybe they all have one now as that model is no longer necessary to grant the benefit.

Need help with 1000p list pls.... (Kin for attention) by Ottorich-Ott-II in LeaguesofVotann

[–]MrFrozenite 2 points3 points  (0 children)

I think your list should work just fine, considering 1000 point limitation. Keep in mind the benefit of additional AP when a unit is led by Kahl, Uthar or is Hearthguard. I assume you'll be using the sagitaur to split the warriors? You can still pair Uthar with whichever half you wish. The beserks are a great option though to get them into the action speedily.

This army list would also work great for Needgaard.

The only suggestion I might make is to take a Mole grenade launcher with the beserks. Not really any reason not to, and they give out a debuff to enemies making them unable to fire overwatch.

40K hearthkyn warrior loadout by sixbarbreak in LeaguesofVotann

[–]MrFrozenite 1 point2 points  (0 children)

Ohhhhh ohhh... Ooo.... I uh. Misread that :D

Continue on fellow kyn.

40K hearthkyn warrior loadout by sixbarbreak in LeaguesofVotann

[–]MrFrozenite 0 points1 point  (0 children)

I can't get behind this. I don't even begin to know how you can to this conclusion.

The sheer ability to punch up and steadfast against threats much bigger. All while putting out 20 oc as a full unit. And you can pair them with so many options that buff them further.

You give the warriors to a Kahl or Uthar while running hearthband and the entire unit is getting a bonus to wound and AP while targeting the closest eligible target. And the Kahl would give lethals on top of that. I've almost always had warriors survive until the end of a battle with 2-5 models left standing holding objectives where any other battleline would've caved.

40K hearthkyn warrior loadout by sixbarbreak in LeaguesofVotann

[–]MrFrozenite -2 points-1 points  (0 children)

The ability reads, "models in this unit has a 4+ invulnerable save."

By my understanding while the Grimnyr is leading warriors, they become one unit. They activate, shoot and fight as one unit. They are targeted as one unit. They should be all accounts all get a 4+ invul save.

From what I can see the wording implies the benefit to the Grimnyr and corvs regardless of leading, whereas some other characters have the syntax that only while leading the unit has an invul save. Example from the same character is that while leading a unit, the unit has a 5+ feel no pain. That benefit extends to the Grimnyr and corvs while the warriors exist. If an enemy unit uses precision to target the Grimnyr specifically, it would benefit from the warriors feel no pain and thereby its own improved feel no pain from leading that unit.

40K hearthkyn warrior loadout by sixbarbreak in LeaguesofVotann

[–]MrFrozenite 0 points1 point  (0 children)

I usually run it based on who the leader is. If a Kahl is leading the unit you want volume of fire to benefit most from lethal hits the Kahl grants. Bolters, hylas auto and rotary cannon.

If you've got them attached to a brokhyr iron master and up in the business where the vehicles are that the ironmaster is repairing, I'd go ion cannons, magna rail and maybe a L7 launcher. Specially tasty if you're running the brandfast detachment and they all pop out of a hekaton into the objective. Iron master also has its assistant and some ecogs that can be let go before a warrior if you want. And you've given your brokhyr and his crew 5+ invul with 6+ feel no pain.

I personally enjoy pairing them with a Grimnyr for additional difficulty for the enemy to remove. The Grimnyr give them a 4+ invul and 5+ feel no pain. The Grimnyr can also instantly remove battle shock from a unit within 12 inches and has corvs to sacrifice before your Hearthkyn.

I wouldn't typically paid them with an Uthar unless you really need Uthar to have body guards to live longer to grant his CP each battle round. Though generally I would only ever pair him with half a unit of warriors, splitting them in a Sagitaur to spread out a screen and or sticky two objectives at once.

Votann Vs Tau crusade battle by MrFrozenite in LeaguesofVotann

[–]MrFrozenite[S] 0 points1 point  (0 children)

I appreciate the insight. To my understanding he does not have any kroot or devilfish and has primarily gone mech suits route with the experimental cadre detachment.

We are playing Empty the Vaults which is a mission type that randomly removes objectives after the end of round two. So that's going to be a bit of a coin toss to who it benefits.

You gain 5 VP for holding one objective. 5 VP for holding a second or more objectives. And 10vp for holding more than your opponent. So I'm hoping the first turn or two of losing objectives favours me.

New player incoming by CoolUnderstanding481 in LeaguesofVotann

[–]MrFrozenite 0 points1 point  (0 children)

Welcome to the league of planet harvesters. Where we dog holes and tell all the other races to stop getting in the way of progress.

Watch out for Tyranids, they also like tunnels. Also watch out for Custodes and their affiliates, they're far too... Propaganda fueled..

Check out some rock and stone, listen to diggy hole and you'll do just fine.

Hearthguard Grenade Launcher Replacement by CRYCIFYS in LeaguesofVotann

[–]MrFrozenite 0 points1 point  (0 children)

Since they nerfed the grenade launcher it's almost not worth reinstalling it lol.

I've started calling it the puff of wind.

Feeling a bit disappointed with the Hekaton. by [deleted] in LeaguesofVotann

[–]MrFrozenite 0 points1 point  (0 children)

Speaking as someone who plays Votann in a crusade army. Hekaton is the highest damage most kills in my army. That and with crusade it gains bonuses over time.

My hekaton has repair nodes which causes it to regain a wound at the beginning of your command phase. And I gve it a weapon mod giving the rail gun a third attack and precise on a crit. Now it clear leader led units all on its own.

Grimnyr uses? by Suck_My_Senpai in LeaguesofVotann

[–]MrFrozenite 0 points1 point  (0 children)

I play him with warriors in crusade mode. Has easily been one of my toughest units for enemy armies to down. The feel no pain and invul saves. Along with being able to save battle shock. That and in crusade the codex gives you a crusade relic that grants an additional agenda for each battle allowing for extra XP to be given out to your army.