The Warhammer-community team brings us info on how fortifications work in 9th ed 40k.
We’ve all built forts in our youth, though maybe not quite to the same degree as Rogal Dorn did at his dad’s place. If you’re a fan of supporting your glorious army with a similarly glorious line of buildings or defensive emplacements, then you’re going to love what we’ve got in store for you today. Let’s take a look.
Building Your Fortifications
First things first, just like everything else in a Battle-forged army, if you want to include some Fortifications, you’re going to need a Detachment. Thankfully, the aptly named Fortification Network is available to cover all your Fortification-based needs. What’s more, the cost of including the Detachment will even be refunded if the Fortifications you include match the Faction of your Warlord!
Of course, as terrain in their own right, many Fortifications also come with a selection of terrain traits (the specifics will be included in each Faction’s FAQs on launch day), so may offer additional protection and other benefits to those tasked with defending them – and they’ll start in your deployment zone too!
What’s the Big Deal with Fortifications?
You may be wondering what the purpose of including Fortifications in your army might be. Well, not only do they look cool and reinforce the aesthetic of your army, but they come with unique and powerful abilities that can offer game-changing effects when properly utilised. Take the Sacristan Forgeshrine, for example…
In addition to sharing a sympathetic design with the rest of the Sector Mechanicus terrain so that it fits seamlessly into the range, it can also be used to perform a number of rites upon nearby Imperial Knights. These effects allow them to repair, reload or refuel, with each option offering a super-useful bonus.
The Orks have access to a building that is similar in principle – if rather more ramshackle in appearance – the Mekboy Workshop.
Any Orky vehicles that swing by can be upgraded by with a kustom job with similar effects to the Sacristan Forgeshrine, but with the added chance that the innovative Mekboy in charge can conjure up something ‘extra speshul’…
If you serve the Dark Gods, the Noctilith Crown will be well-suited to your infernal purpose…
As well as its unholy energies confounding enemy psykers, making them suffer Perils of the Warp on any roll of a double when making a Psychic test, its Loathsome Aura will protect Chaos units of every description that are in its proximity. That’s handy (or even tentacle-y) for sheltering a firebase of ranged units.
The advanced technology of the T’au Empire has given them the means to take the notion of mobile defence to a whole new level – their Tidewall Shieldline, Droneport and Gunrig can actually move!
Just when it seems your opponent’s murderous horde of Tyranids is about to overrun your position, you can casually and gracefully reform your defensive line even as your Fire Warriors continue to gun them down in droves.
Planning Permission Authorised…
While we’re discussing Fortifications, we couldn’t resist showing you a few highlights from the datasheets of the upcoming units for the Space Marines and Necrons! First up the Hammerfall Bunker…
We showed you the profiles for its suped-up (in fact, ‘superfrag’ or ‘superkrak’ no less) missile launcher already, but you’ll surely have noticed all the guns sprouting from it in every direction. These rapid-deployment bastions are the ultimate area-denial assets, as their automated guns blaze away at EVERY ENEMY UNIT WITHIN RANGE. Approach this murder-bunker of doom at your peril!
Next up is the imposing Convergence of Dominion…
The first thing to bear in mind with this ‘building’ is that it comprises three constituent Starsteles (part pylon, part waystone, all awesome), which can be set up to cover quite a large area of the battlefield.
If you’ve got a Convergence of Dominion nearby, your Necrons needn’t worry much about Combat Attrition, as they’ll be adding 2 to their Leadership characteristic within 6″ of any Starsteles – that’s Ld 12 on average if you’re keeping count! – while your enemies will face the wrath of their transdimensional abductors.
What’s more, if you’re looking to expand the borders of your power base, you can even take a Starstele with you! Simply task a Cryptek with the job of moving one of the nodes and, through the mysteries of hypertechnology, you can move a Starstele right where you need it for maximum impact.
Well, today may mark the end of our Faction Focus series and Warhammer 40,000 Previews, but there’s definitely a silver lining…
INDOMITUS GOES UP FOR PRE-ORDER TOMORROW!
That’s right, the wait is almost over – you’ll be able to pre-order the best Warhammer boxed set we’ve ever made after just one more sleep. Set your alarms, we have the feeling this is going to be a popular release! Until then, let us know what you’re looking forward to most about the new edition on the Warhammer 40,000 Facebook page, Instagram and on Twitter using #New40K.
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This is great, fortification detachments will usually cost you nothing to add in. I wonder if we will finally see fortifications being used. Most of them allow you to shoot units that are in melee with the fortification, maybe we will see them used for screening since melee looks like it will be stronger and more units can come in from reserves.
Yeah, this is a fun change to make it easy to take a fort if you want to.
The limitation being that you can only get a 0CP fort detachment if the forts have the same faction as you, and most factions don’t currently have any fortifications available (and the ones that do are almost universally bad.) Point changes can help that somewhat, but many of them suffer from just being not very useful in general, rather than pricing problems.
GW only covered the models they’ve recently released. But no GSC drill ? From the article I can see GW releasing a new one each time they refresh an army (same way as in AoS).
Other models are still around and not all are tied to factions eg- Bastion.
Much also depends on whether you’re playing casually or competitively. The open/ narrative/ competitive. I can certainly see them being used in Crusade games.
The drill is definitely _fun_, and lord knows I’ve tried to get the Webway Gate to work, but they’re definitely not good. As a fan of fortifications, I desperately hope they make them useful or viable in the new edition.
Maybe. As usual, the majority will be useless, and a few (if pointed right) will end up ubiquitous no-brainers in their respective armies (e.g. indestructible Nurgle trees giving Fall-back-and-shoot/advance-and-charge, super-cover and more for basically nothing, etc..).