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Sunday, July 15, 2012

Daern's Instant Fortress



Many people in 40K are wondering "Are my shields prepared to face the power of this fully-functional battlestation?" Which is to say, what is up with fortifications and does my army need them/can my army handle them? Obviously this is going to vary from one fortification to another, but the truth is that they aren't particularly game-breaking and many of the "strategies" that are being recommended with them ("Buy two Fortresses and use them to block off your deployment zone!") are downright idiotic.

Fortifications are specialized tools that let you trade a non-insignificant number of points for some survivability and specialized firepower. Some armies can benefit from these things, others not so much so- so let's take a look at what they each do and what they offer us.
Aegis Defense Line

This is the one that has everyone talking, but it's got a bunch of caveats to go with it. First of all, it's pretty limited in what it does- while you can stretch it a pretty fair ways if you just lay them out end to end, that is often going to be pretty awkward/inconvenient/nonfeasible because of existent terrain. (Yes, I am aware the rulebook tells you to place fortifications before terrain, but tournaments are probably going to reject this system- reshuffling the terrain every round creates too many problems.) You can easily end up walling yourself into your own deployment zone and, for infantry at least, the walls are tall enough that it won't be hard for the enemy to end up getting cover saves from them as well unless you're standing right up to the edge.

Those are the downsides. The upside? 50pts for 24"+ of 4+ cover save terrain that goes where you need it. It's even tall enough to give cover to most transports and even some larger tanks (though not skimmers), making it a real blessing for mech armies despite them being unable to use the "go to ground for a 2+" feature. Being able to place some terrain around midfield, where you plan to lay an objective or three, or deep in your zone to protect a backfield shooting is a very powerful effect. Especially if your local area tends to have sparse fields of battle you may want to grab some Aegis walls to cover yourself.

The add-ons are a little trickier. The Comms Relay can give you rerolls on your reserves for a cheap 20pts, so long as you can dedicate a unit to manning it- for flyer-based or other reserve armies that lack good reserve manipulation this can be very handy. However, the inability to take the other guns often makes this option less attractive, as they're pretty good. The Icarus Lascannon has a board-wide reach and Skyfire/Interceptor, giving it a good chance to at least significantly damage a flyer as it enters the board- while its numbers work out to be worse than the Quad Gun overall, it is cheaper and thus less likely simply be wasted points. The Quad Gun has a nominally shorter range but puts out a Rifleman worth of firepower (dependent on your army's BS, of course) and is easily one of the strongest ways to shoot down aerial units, as flyers are all AV10, 11, or 12.

The real question with the Aegis line is: how much is this going to help me? Oftentimes, the answer is "not enough on its own"- this single anti-flyer emplacement does not a good defense against such an army make, as "real" flyer armies are going to bring 4-6 (or occasionally more) such targets to the field. So maybe you get lucky and the Aegis shoots down one... and the other five will blast it off the map and then shred the rest of your army piece by piece. And destroying is certainly quite possible- T7/W2/3+ is somewhat durable, but probably not enough to shrug off dedicated fire, so expect a lone Aegis to go down quickly. Now, if you have additional support units to hit them with, it becomes a lot more useful- the saturation principle in action again.

Skyshield Landing Pad

Well, it's not too expensive at 75pts and, unlike the others, it doesn't have any upgrades to throw onto it. So what's it do? It... uh... it's a thing. You can have it either in shield mode (which gives all units on the upper layer a 4++) or unfurled mode (which makes you not scatter when you DS onto it.) So.... yeah. It can give you a vague defensive bonus if you climb into an awkward position or it can make your Deep Strike super reliable... so long as you want to come down in one fairly useless place. And spend a bunch of points.

If it gave you some actual reserve bonuses (like the Comms Relay does) or had guns or could protect some dudes or something it might maybe be worthwhile, but unless you have a magical need to DS a ton of guys into one particular spot, it just isn't very good.

Oh, wait, some of you are bringing up the Chaos Daemons and writing angry responses. Are you going to place your whole army on top of the Landing Pad to get shot at? Everything, concentrated in one easily-avoidable section of the board? For a melee army? Really? I guess... uh... go ahead and do that, then.

Imperial Bastion

Well, it's AV14, that's a pretty huge start. It can hold twenty guys inside (with at least one fire point in each direction), and a significant number more on top. And it's got a Heavy Bolter in each direction as well, just in case. It's also a pretty big, blocky piece of terrain that can easily hide a number of models behind it or give cover saves to large vehicles/MCs. That, in itself, is not all too shabby for 75pts, though also maybe not that great- you're going to need to position it such that it's far enough forward to affect the fight but far enough back that it doesn't get assaulted/melta'd out of the game and cause a ton of wounds to the guys inside.

*edited*
On further reading and discussion, the Quad Gun/Icarus seem to be separate targets that do not benefit from the AV of the building, although this is not entirely clear- it depends on differentiating between "emplaced weapons" and "weapon emplacements." Can the Heavy Bolters be targeted separately? I had assumed not, but the verbiage is so similar it lends a possibility that doing so would work. I think an FAQ would definitely be in order.

G.I. Joe Cobra Command Center Playset
Fortress of Redemption

Because if you're going to take a fortification, you might as well have one that takes up half of your side of the table and gets in the way of absolutely everything. The PlaysetFortress is a massive, four-piece (not three-piece, despite what it says in several places) series of buildings, all toting AV14 and multiple guns/fire points. Two "bunkers" each bring a powerful gun (TLIcarus and large blast barrage Frag shot) with the ability to bolt on some more Heavy Bolters if you feel the need, or upgrade the missiles to have a Krak shot as well. The central "walkway" sports a half dozen fire points (and, like all the pieces, has battlements for units to fight from as well) and the central tower itself is high enough to offer an unrivaled view of the battlefield, even in the face of large blocking terrain pieces. It clocks in at a costly 220 base, up to 290 with all the fixin's, which is a pretty huge chunk of most armies out there.

Why would you want this thing? Well situated decently into your deployment zone and with the "walkway" given a good lane of fire to the surrounding field, it can dispense an incredibly volume of fire from highly-protected firing positions; the PlaysetFortress itself also offers a large hunk of terrain behind which to hide artillery and other barrage weapons. Which army has tons of fragile infantry that can shoot at range, others that want good firing positions, and have lots of indirect bombardment weapons? Hrm, which one could it be?

Oh yes, that's right- Orks.

I kid, but several of the long-range shooting armies, including IG, Tau, SM, and even, yes, some Ork builds can do interesting things with the having a huge block of stuff to get int the way. Is it good? Oh no, oh god no, but that doesn't mean it's awful.

(Addendum: Some people are awfully worked up about the ability to take one of these and "block" a back corner of a table, in theory denying the enemy the ability to get to whatever is back there, such as an objective. A couple problems with this: it involves putting the PlaysetFortress somewhere that is probably non-ideal for lines of sight, it lets you score ONE objective, and it doesn't work against people with good ways to break AV14- which is to say almost everyone. So yeah, go ahead and do your little 400+pt gimmick to take one objective; I'll be over here claiming the other five and making you keep your head down. Oh, and if I wreck it your units disembark through the back door and are now stuck back there for the rest of the game with no LOS to anything and no ability to move. Enjoy!)

Overall Thoughts

There are really only two worthwhile fortification pieces in the game right now, and they're both AV14. It will be interesting if we see some more varied pieces get added in- AV13, 12, or even lower at reduced prices could add some interesting choices for some races, especially if they come with special abilities more complicated than "it exists and can be sat in." For the time being, however, they're really just purchasable terrain that can give you a minimum of flyer defense to go with other stuff you're already bringing- and for some armies that is pretty useful, as even a Vendetta doesn't have very good chances to actually kill AV14 in a single turn.

Comments (47)

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Whilst I haven't checked the rules for skyshield landing pads, I think someone mentioned putting a couple of leman russes up their ( maybe in a squadron), because they have pretty good fields of fire from up on a ledge and they get a 4+ save. Not bad for 75 pts?
3 replies · active 669 weeks ago
Not great either since you could never get them down :)
75pts for a 4+ invuln on some russes?

You know that Camo Netting is 30pts and stacks with other effects (Night Fight, etc) and can get you up to a 3+ save without having to maintain one specific, exposed position on the battlefield, right?

75pts is simply too expensive for the minimal protection it gives you, even from a very casual perspective; it's simply a poorly-designed piece that no one really wants.
Camo netting for the squadron is 60 pts and only works from a static position too. 15pts for better fields of fire and could also help other units?
If the Playset and Aegis help IG gain a better defensive position, why wouldn't the landing pad?
Also camo grants stealth, so does not stack with other effects that grant Stealth - e.g.: The shorter Night fight distance.

Not that I think The landing pad is good, but I just felt like arguing.
GI JOE PLAYSET
11 replies · active 666 weeks ago
A REAL AMERICAN HERO, G.I. JOE IS THERE!

Figures and accessories sold separately, some parts may contain choking hazards. Not for internal use.
Alastores's avatar

Alastores · 669 weeks ago

I wish you'd stop calling it the GI Joe playset.

It makes me want to buy it! It's literally the ONLY thing that makes me want to buy it, but still GI JOE playeset just sounds cooler than Fortress of Redemption.
+1 on the Playset. We never got GI Joe over here as a kid (UK), and it's a bit too small for Action Man, so old Star Wars figures it is.
You didn't? I did, in Leicestershire.
What? In the 1970s?
80s
GI JOE PLAYSET
COBRA! RETREAT!
Knowing is half the battle! GI JOE... The other half is excessive gratuitous violence that never seems to kill anyone.
Rabid Wombat's avatar

Rabid Wombat · 666 weeks ago

In short, Guardsmen.
WestRider's avatar

WestRider · 669 weeks ago

The Aegis seems useful for some Armies, but yeah, hardly a gimme. It's tall enough that it really kind of got in my way when I took one with my Guard, and was even giving up 4+ Cover Saves to Rhinos because I didn't Deploy right up against it.

The Quad Gun is a useful supplement to Anti-Aircraft ability, but does not constitute such on its own. Nice to have, probably worth the 50 Points if you've got a good reason to take one of the Fortifications anyhow, and don't need the Comms Relay, but don't take a Fortification just for it. Somewhat better if you've also got a Model with decent BS to babysit it, who's Unit is OK with shooting at Flyers and stuff anyhow.

As far as I can tell, the Bastion adds a Weapon Emplacement on top, rather than an Emplaced Weapon. It uses exactly the same wording as the Aegis Line Emplacements do, so it looks like those can get shot off the top.
2 replies · active 669 weeks ago
Hrm, you may be right- if so, that makes the Bastion a lot less valuable in that regard.
ShadarLogoth's avatar

ShadarLogoth · 669 weeks ago

Put Lilith on your quad gun. Laughter ensues.
I was wondering whether Aegis Line get 3+ save or not, since Aegis Line is a fortification, and fortification gives 3+ saves.
2 replies · active 669 weeks ago
Nah, it's a Defence Line, so 4+ with +2 if going to ground.

The Playset would be fun for Tau, with Pathfinders finding it particularly useful. I think I'd enjoy putting Sniper Drones on the Battlements for the paricularly sweet 2+ cover save; pew pew!
I love that Playset is catching on.
I don't see any of these, except the Aegis in some lists, being very viable in the serious tourneys... But, its a nice bone to throw those hobbyists that did shell out the dough for these kits. Forgeworld already has a half-dozen kits that would make nice additions to the game, and ther potential for creative units in the future is huge.
Makes me want to paint some chimeras in dark blue and stick big red cobra icons in their sides. Ahh the good old 80s
I... guess you could put Broadsides up on Landing Pad? So they have a, what, 2+/4++? And they could shoot down off it, or something? Also, I know you can't put objectives ON the Pad, but maybe you can put them underneath? I guess?

I don't know.
1 reply · active 669 weeks ago
ShadarLogoth's avatar

ShadarLogoth · 669 weeks ago

And make them un-assaultable right? Except JPs and stuff...

Yeah, that was about the only use I could think of as well.
im considering getting an aergis defence line with comms relay for my scythe necrons: i expect to be running about 4 night scythes and 2 doom scythes in the list, so the reserves bonus would be useful. put it at the back somewhere, looked after by 5 warriors and a harp cryptek

of course, i'd have to make it look Necron. i might use a monolith to make a bastion counts as too, it wouldnt be too difficult

also, i really really hope that armies will get unique fortifications; tyranids could finally put those capillary tower things to actual use, for example.
2 replies · active 669 weeks ago
Maybe an unearth Monolith, like in Dawn of War? Where the Necrons spend the whole game trying to power the thing up for total distruction when it gets there?

Also, rumors are quite strong that each army is getting it's own unique forts; the main rules even (sorta) mention them! They should also be getting unique psychic powers, warlord traits, and potentially even allies.
I think that's a pretty nice idea. I've got an old Monolith lying around somewhere the my bud's dogs go to. I'm gonna have to dig it out and tear it up.
well, the 2 tyranid scenery pieces (cap towers and spore chimneys) already have great rules and are really useful, they're just in FW books. it's funny that apoc tyranids are SOO much better than 40k tyranids, especially before the hierophant nerf.
4 replies · active 669 weeks ago
They're also no longer sold, or at least I can't find them on the FW Website. I've heard from others that they were discontinued, too.
ShadarLogoth's avatar

ShadarLogoth · 669 weeks ago

This is probably a good thing, as it implies the models are moving to the GW line (hopefully).
they got discontinued because nobody bought them
And nobody bought them because no one would let you use them. I never got to take my Malanthrope off the shelf until I started proxying it as a Tervigon, either. If they give them actual 40K Rules, I expect they'd actually get purchased.
As one of those people that presented putting two fortresses on the board could be a problem when it comes to walling off the table half I guess I should elaborate what I thought (and still think to some extent is a problem).

If you roll the deployment where you get short table edges as the deployment, you can literally wall off half the table (assuming a 6X4) table since you can block all 4 feet of the width. At that point even if nothing enters the fortress you can only really get any objectives on the other side of this wall either with jumpers or with skimmers/flyers. This means that some armies that get stopped cold if they didn't bring any of these things.
2 replies · active 669 weeks ago
You need to leave a gap between them, to prevent exactly this sort of thing. It's on Pg. 120.
Or outflanking or deep striking units. Also, if you roll up Hammer and Anvil and you wall off your leading edge of the deployment space, that means you've surrendered two-thirds of the board to your opponent; nevermind them worrying about claiming your objectives, you have to figure out how to get out and claim most of the ones they're locking up with consummate ease. And of course, either you have models in the Fortress, meaning it can be shot (and boy, are the damage tables punishing for units in a building), or you don't, in which case you only have BS2 weapons on that thing, and the enemy can actually move into your fortress and start shooting you up from the cover of your own ramparts.

And yeah, as WestRider says, the BRB requires that you leave a 3" space between fortifications.
Concerning walling off objectives, it might be possible to wall off two on the board with fortresses in a corner, but if still leaves the opponent down somewhere in the neighborhood of 500 points to fight the rest of your army for the remaining ones so I agree it's not that big a deal (although that's never what I really had an issue with anyway).

As for the mention that armies that deal with AV 14 easily still, deal with it pretty easy is a bit of an understatement. The biggest benefit of the fortress is not that you can put units in it, but that it takes up so much space and gives a player a lot of control how where the fighting will take place.

In short I know that I'm probably still overvaluing the merits of the fortress, but I think you might be underselling some of the points too.
2 replies · active 669 weeks ago
Actually, it kind of doesn't give you control over how and where the fighting will take place. The only way to make the Fortress worthwhile is to put your units in it, at which point you have completely surrendered the initiative; if you've got heavy weapons in there they can fire at the enemy as normal, but for everything else, it's your opponent, not your own static forces, that will determine how, where and when the fighting takes place.

Also, if a melta unit gets close enough, enjoy your embarked models having to take 2D6 S6 hits on a 2, losing the weapon on a 3, taking 2D6 S6 hits and losing the entire building on a 4 and taking 4D6 S6 hits, losing the building, and inflicting S4 hits on any units within D6", on a 5+.
Almost any Imperial unit can throw Frags in instead, doing D6 Str4 hits on the dudes inside for every grenade thrower.
Icarus lascannon + Purgation squad - fire at any flier on the board :)
If you're going to make a firebase somewhere, I think the ADL is a no-brainer. 100 points for the firepower of a Rifleman Dread plus 4+ cover wherever I need it (say, right around an objective) is well worth the points. I could pay 125 for a Dread, get a bit more survivability on the weapon part, but getting the improved save and paying a lower cost is just too good to pass up unless I have an entire army without static backfield firepower. While that's possible, the static firepower elements are still generally the best firepower per point, so it seems like a good idea to grab some, then grab an ADL for more firepower plus bonus for the gun units that I did buy.
Eh, the fact they cost points, and they don't bring a lot of firepower (and by being static defenses, they force you to play static with at least part of your army, if not all) means they won't be commonly seen at tournaments. Shooty Orks, IG gunline and Tau will want them. Everyone else is too busy allying in Vendettas to care.

If I was forced at gunpoint to take one (I play Knights), I'd take an Aegis line or a Bastion with an Icarus (PsyDreads already have the flak side of things covered). I'd then plant my Vindicare on it, and man the gun until the Flyers get in range for a turbo round. Only in smaller games though, anything large enough to encompass true Flyer armies (1.5k or higher) I wouldn't bother.

The 0-1 per detachment is what really hurts them. If they were a free Force Org you could fill up with multiples (I'd still make them cost points, but nowhere near what GW has priced them for), they'd be interesting (as people would build true 'seige' lists, maybe making another meta to break alongside the immortal mech and the new guy, Flyer spam).
"So maybe you get lucky and the Aegis shoots down one... and the other five will blast it off the map and then shred the rest of your army piece by piece. And destroying is certainly quite possible- T7/W2/3+ is somewhat durable, but probably not enough to shrug off dedicated fire, so expect a lone Aegis to go down quickly."

Sorry, where are you finding that the Aegis gun counts as Artillery? I can't seem to track that bit of information down.
1 reply · active 669 weeks ago
The Aegis gun is a Gun Emplacement, which is listed under the Battlefield Debris type of terrain. I actually had to do a bit of hunting around to find that part myself, as they don't ever really make a point to really tell you anything about it.
The playset could be cool with an IG infantry platoon garrisoned in it. Sniper special weapons squad on the top, demo charge squad ready to get anyone nearby, heavy weapon squads on the firepoints, standard squads on the battlements.
1 reply · active 666 weeks ago
Rabid Wombat's avatar

Rabid Wombat · 666 weeks ago

I remember how well that worked in Starship Troopers.

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