Leagues of Votann Hot Takes: They’re (slightly) less Brokann than you think

They're here at last, and ready for a Grudgin'!

Space Dwarves are back, and they’re neither Squatted nor Squats. What they are instead is brutally, lethally strong in a way that will fundamentally reshape the game. With the real Codex out in the world and the leaked one merrily stealing its thunder, I thought it was time for some hot takes on the hottest new kids on the block. Starting with…

Take Number 1: They’re pretty terrifying

I’m gonna get this profoundly-lukewarm take out of the way straight up: Leagues of Votann look extremely strong. In particular, they pump out shooting damage within the 18-30” range bracket incredibly efficiently into almost all targets, and they have solid defensive profiles and very affordable price tags to back them up. That’s a very specific kind of terrifying, that largely translates to them outshooting all other armies if given the opportunity.

To get more granular still, they basically have the Tyranid problem but for shooting: datasheets that are almost universally a little too cheap and damaging, and then some crazy combos they can layer on top to push them over the edge. The result is basically the same as for release Tyranids, in that any attempt to take them on in a straight fight is pretty untenable.

Those Orcs are so very, very dead 

Take Number 2: They’re much scarier for some armies than for others

This is basically a logical corollary from the first take, but one that I think is getting missed a little bit in all the excitement: how badly these guys will mess you up depends a lot on whether your gameplan involves standing out in the open and not dying. If you’re running massed Tyranid Warriors, a super blob of Chaos Terminators, or just a dozen War Dogs, the metagame is about to become radically more hostile to you. I won’t dive into the maths here, but suffice to say that any Votann list should easily cripple those armies in a single turn through sheer weight of auto-wounds and mortals. Same thing goes for the ‘whoops all Greater Daemons’ builds we’ve started to see, as well as Deathwing spam, Death Guard doom blobs, and whatever other skew durability builds you care to name. Votann gunlines will kill them all super dead.

On the flipside, there are still a decent number of lists that were already assuming anything exposed was dying. Aeldari of all flavours are pretty unfazed by the Votann’s crazy damage output, for example: they tended to die to anything that got angles on them, so dying extra hard isn’t a big deal. Sisters tend to play with a similar philosophy, as do many Necrons and T’au builds. None of those lists are especially concerned by how many mortal wounds those Ion Blasters can do— or whether a Magna-Rail Cannon can somehow headshot their whole squad— because they were only exposing models when they were ready for those models to die.

That’s not to say that those builds will effortlessly stomp Votann by any means, because this book is still pretty overtuned. When your models are too cheap and your rules are too strong, you kind of don’t have any bad matchups. But experienced pilots of those flimsy armies do have the tools to put the Votann behind on the scoreboard, and from there it’s just a matter of riding out the storm.

The key Aeldari philosophy: 'If they can't see us, they can't kill us!' Still works against Votann 

Take Number 3: They’re much scarier for certain players than for others

You’ll notice a key word in that previous sentence: ‘experienced’. In general, top-level play is best characterised by caginess, with armies largely hiding out of LoS and punishing opponents for over-committing. That’s a game the Votann can certainly play, thanks to their absurd damage output letting them trade up quite easily, but it’s not a game that favours them. Votann players want to be unleashing all their guns at once, because that’s how they speedrun enemy tablings and start racking up the points.

It’s somewhat harsh, but those opportunities to unleash all the dakka and cripple the enemy are a lot more common at the low-mid tables than at the top. Lots of people just like to push their armies up the field and brawl over the centre, and that’s a perfectly legitimate way to play. It’s also the style that Votann absolutely dunk on, likely leading to extreme blowout matches on the low tables. This is probably the biggest issue with the new faction for me: they’re going to produce a lot of extremely brutal and one-sided games, regardless of how many tournaments they win.

That’s not to say they won’t be winning tournaments. I anticipate they’ll be claiming a quite disproportionate share of Top Four placements, even after the inevitable nerfs. I’m also not saying this as a ‘git gud noobs’; Votann are Brokann, and if you’re getting stomped by Space Dwarves it’s not because you’re a bad player. They’re manifestly too strong, and all I’m saying here is that that power will be even more visible in your local pickup games than at the finals of LVO.

'I'm just gonna shove my tough units towards the enemy gunline' is not a strategy that works against the Votann

Take Number 4: The combos are crazy, but take them with some grains of salt

This faction has some truly wild combos available to it, especially on the damage side of the equation. Think Land Fortresses using Ûthar’s Ancestral Fortune ability to automatically spike a ‘6’ and instant kill whole squads of Marines, or Ion Storm plus High Karl rerolls effortlessly throwing out 6 mortals, or a gunline unloading onto a big Terminator blob with 3 Judgement Tokens on it. These combos are real, and they can hurt you.

Apparently Uthar's destiny largely involves making Magna-Rail Cannons automatically spike 6s

However, they’re also mutually exclusive in a lot of cases. If you put the High Karl rerolls on one squad and use the ridiculous strat to access them on another, that still leaves the rest of your army without them. That’s not a big deal, but it definitely means we shouldn’t be assessing all these units as if they had these rerolls.

Similarly, Judgement tokens are pretty plentiful but they’re not omnipresent either. Most Leagues can proactively assign a maximum of 4 tokens in a turn, counting a High Karl with the right warlord trait, a unit of bikes using their searchlight, and picking an enemy unit on an objective. Two of those can only be handed out to units that started your turn within LoS of a slow, stumpy character who’s probably living in the backfield, one costs a CP, and the other is only if they’re standing in the right spot. Basically every other way of receiving Judgement Tokens depends on the opponent choosing to do something that grants one. By the midgame they’re likely to end up with a smattering of tokens across most of their units, but you absolutely cannot count on getting ‘auto-wounds on 4s’ on every single target you shoot at. This should also play into your assessment of things like bonuses to wound across the faction: they're not as efficient as they normally are, but you're still gonna be rolling a fair few dice to wound.

Finally, CP. Votann have some truly cracked strats, but even with the Forge Master and Grimnir going full bore you can still only use 3-4CP per battle round. That’s obviously still heaps, but it means you can’t be using all of those bonkers stratagems in every single turn. It's also not a good call to consider all your Wargear strats 'free', because chances are you're using several of them per turn in most battle rounds and only one of them gets the discount. One of them is free, but the others are still a standard price. As ever, the Votann get things incredibly good when it comes to CP, but it's still at least a small limitation on them.

To reiterate, none of this is to say these combos aren’t legitimate, terrifying boosts to damage output that can output crippling damage. Just… take them with a grain of salt. Not even Votann can do all of their things at once.

Pictured: a model that can do a lot of bullshit things, but can only do most of them at once 

Take Number 5: The internal balance is actually pretty good

Surprisingly enough, I think this Codex is actually pretty internally balanced. Similarly to Codex Tyranids, it feels like GW put a lot of effort into creating compelling choices within the book, even if they didn’t spend as much time considering how those choices would impact the broader meta. There are clear standout units, but also disincentives to just spamming them. Pioneers and Land Fortresses are both incredible, but taking the max amount of them is likely to leave you more vulnerable to certain lists. Swap in some less efficient units like Hearthguard, Hearthkin or Berserks and suddenly the list is much more well-rounded, but now you’re a little less capable of just hosing enemies off the board (and tgus more vulnerable in the mirror!). All four characters are excellent value, but you can only fit three into a Battalion, and if you go double Patrol you probably don’t have the CP to support them all. I can see really compelling reasons to take almost any unit in the faction, with only Thunderkyn feeling a little out-competed.

Similarly, Greater Thurian League and Ymyr Conglomerate are the most obvious choices for a League, but +1T for Urani-Sutr Regulates is pretty crazy too. Kronus Hegemony are the clear choices for more melee-heavy lists, while even Trans-Hyperian Alliance have a niche in sufficiently psychic-heavy metas. None of the custom Customs are really jumping out at me, but I’m sure there’s probably a niche build around the ‘+2 to charges’ Ancestral Judgement if nothing else.

Pictured: the only part of the book that isn't bonkers good

In fact, I’m not sure there’s much I can predict with certainty about the best builds in this faction. They’ll definitely run some Pioneers, but I could see anywhere from 6 to 18 being popular. Land Fortresses are bonkers, but go-wide Sagitaur builds may also be viable. Could Hearthkyn hordes be an option? How much melee is worthwhile? Could Hearthguard be the next Scarab Occult Terminators? Honestly, it’s hard to say, and that’s a great sign for a book.

 

Take Number 6: Nothing is fundamentally wrong with the book

Continuing the positive theme of the previous point, I’ve got likely my most controversial take: this book is fundamentally fine, the numbers just need a lot of tweaking. There’s almost nothing here that wouldn’t be balanced if it was 20-25% more expensive, or maybe a bit higher for the standout units. A few minor tweaks to things like the Forgemaster and some of the strats— in concert with points hikes almost across the board— would probably balance the faction relatively easily while still retaining its core identity.

I don’t actually think Judgement Tokens are an issue in themselves: yes, they allow the faction to really hammer key enemy units, but that aligns pretty smoothly with the lore of the faction and is hardly unique to them anyway. Eldar have been Dooming and Jinxing enemies for years, and the combination of those two was never perceived as especially problematic. I could be convinced that something like ‘only 6s to hit count as 6s to wound’ may be worthwhile to tone down some of the mortal wound bombs, but points hikes are by far the highest priority to my mind. Make them a properly elite army, then the fact that they’re really good at combo-hammering enemies becomes a faction identity and not a balance issue.

The fact that one of these can throw down 16 mortal wounds would be a lot more manageable if you couldn't field 3 of them so easily

Take Number 7: They still have some weaknesses

The faction may be problematically powerful, but just like the Tyranids, they come with some chinks in their armour. Most obviously, mobility is pretty low across the faction. Yes, Pioneers exist and are amazing, but they’re probably 315 points in a 2000-point list. I’m sure builds spamming them will see some success, but I imagine most people will default to a 3 x 3, which are perfect for mitigating Primary issues and scoring Lay Claim but are hardly a significant hitting force. The rest of the army is likely to consist of slow infantry and bulky vehicles, which are moderately zippy but very prone to getting move-blocked. Just like with pre-nerf Tyranids, it doesn’t matter how tanky or dangerous your three Maleceptors/Land Fortresses are if they’re trapped in your deployment zone.

Similarly, Secondaries for this faction are distinctly average at best. The Ancestors are Watching and Lay Claim are both okay, but realistically they’re not getting above 10 unless you table your opponent. Grudge Match is flatly bad unless you’re melee heavy, and Prospects of Wealth is just flatly bad. From the vanilla Secondaries only Banners and the Warpcraft Secondaries are even decent, with the former being out on some missions and the latter in some matchups. Unless your opponent gives up killing Secondaries, it seems this army could easily end up forced into aggressive play to keep the game close. Of course, they’re pretty great at bullying enemies with their overpowered and underpriced datasheets, but it’s never a plan you want to be forced into.

You know your Secondaries are bad when they make even Grind seem appealing

Finally, I’d like to note that the faction’s durability isn’t actually anything too crazy. Its basic infantry are generally less durable than Battle Sisters, its toughest infantry are about as durable as standard Terminators, and even its Land Fortresses are no tougher than a Chaos Land Raider. Forgemasters and Ûthar can change the math on the Hekatons quite a lot, but so can Iron Warriors or Word Bearers for the Land Raiders. Ultimately, this faction’s durability is solid, but nothing much beyond what standard Marines have been able to do since AoC dropped. The issue is really that when you swing into them, they kill you back a lot faster than Marines of any flavour can muster.

 

Overall Take: They’re a lot like Tyranids

You’ve heard me make the comparison a dozen times already this article, but I’ll say it one more times: Leagues of Votann are basically the new Tyranids. They have the same feeling of everything pointing in their favour, with powerful and quite-undercosted dataslates backed by layered combos to tip them all over the edge. If you take them on in a straight fight, they will kill you and you will lose. Moreover, their weaknesses are the same. Both factions have problems with mobility in their most powerful builds, and will struggle to reliably score Secondaries.

It's easy to forget quite how impossible it was to contest the centre against pre-nerf Tyranids. Expect more of the same from the Votann

The solution, ultimately, is the same as for Tyranids: hefty points increases and a few tweaks to their most oppressive combos. Fix those glaring issues up, and the strong internal balance of the faction will hopefully see them age into a balanced and interesting faction with a multitude of different builds.

Until then, my advice is to look to either your inner elf or your inner dwarf: embrace the ‘hide and score points’ playstyle, or join the Votann menace for yourself. And whatever you do, don’t let them shoot you with those Magna-Rail Cannons…

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