Leagues of Votann – Beginner Army & Buying Roadmap
Leagues of Votann – Beginner Army & Buying Roadmap
Want to start the “40k dwarfs” without getting lost in the mines of list-building? This guide is your Leagues of Votann beginner playbook and Votann buying guide in one place. We’ll cover what the faction does on the table, which kits to buy first, two sample starter builds (≈750 pts structures), how to scale to 1,000–1,500 points, fast paint recipes, and common pitfalls to avoid—so your new Kindred can hit the table fast and win on mission play.
Why Start Leagues of Votann?
- Durable infantry, efficient guns: Hearthkyn Warriors and Einhyr units stick around and trade well.
- Target-marking “grudge” play: Mark key enemy units early and remove them with focused fire.
- Low–medium model count: Easy to paint and transport; you field fewer, tougher models than true horde armies.
- Great beginner learning curve: Clear game plan (mark → focus → remove) teaches target priority and objective timing.
- Iconic anchors: The Hekaton Land Fortress, Sagitaur transports, and exo‑armoured Einhyr give you stylish centerpieces.
Faction Snapshot: Strengths & Weaknesses
Strengths
- Durability: Good saves and defensive tech make your troops hard to shift.
- Accurate, multi-role shooting: Reliable AP and damage on common weapons; strong mid‑board presence.
- Toolbox units: Bikes for speed, Sagitaur for delivery, Einhyr for shock, Thunderkyn for heavy fire support.
- Coherent game plan: Grudges/marks naturally guide target selection for new players.
Trade‑offs
- Mobility is “good enough,” not hyper‑fast: You’re not Eldar—protect your transports and plan routes.
- Lower model count: Each loss matters; screen and trade carefully.
- Close-range commitments: Many guns excel at mid‑range. Use terrain and smoke/cover to arrive safely.
How Leagues of Votann Play (Beginner View)
Think of Votann as a methodical, mid‑board control army. You’ll establish a durable core on objectives, mark priority targets with grudges, and then apply focused, accurate firepower while your fast elements (bikes or Sagitaur riders) flip or contest points. You win by trading efficiently and forcing the opponent to deal with multiple threats at once.
Votann Buying Roadmap (Step‑by‑Step)
Step 1 — Core Line + Leader
- Hearthkyn Warriors (x1–2 boxes): Your backbone—objective holders with credible shooting. Build one unit for range (auto‑rifles/ion), one for midfield pressure (volkite/shotgun options if available in your kit).
- Kâhl or Einhyr Champion: Your first leader. The Kâhl is a classic force multiplier; the Champion is a punchy brawler for aggressive lists.
Step 2 — Mobility Piece
- Hernkyn Pioneers (bikes): Fast objective play, screening, and angles on marked targets. Great first add for a balanced force.
- Sagitaur (fast transport): Splits into two smaller transports across a pair—ideal for moving Hearthkyn or delivering a small elite squad to mid‑board.
Step 3 — Anchor or Hammer
- Hekaton Land Fortress: Tanky centerpiece with strong guns; anchors a flank and draws fire.
- Einhyr Hearthguard (exo‑armour): Durable elites for decisive trades; teleport/deep‑strike style plays (where rules allow) punish exposed backfields.
- Brokhyr Thunderkyn: Heavy exo‑suits with serious ranged punch; park them where lanes matter.
Step 4 — Utility & Tech Pieces
- Grimnyr (psyker‑priest): Defensive utility and situational control.
- Brôkhyr Iron‑Master + E‑COGs: Repair/support package that keeps anchors online and boosts efficiency.
- Cthonian Berserks: Hard melee trades when you need to delete what touches an objective.
Two Beginner‑Friendly Starter Structures (≈750‑pt frameworks)
Use these as shopping and assembly guides. Exact points/loadouts vary by the current ruleset, so think in roles rather than specific wargear.
“Compact Strike Patrol” (Mobile control)
- Leader: Kâhl (aura support)
- Battleline: Hearthkyn Warriors (10) – ranged lean
- Battleline: Hearthkyn Warriors (10) – midfield/short‑range lean
- Fast Attack: Hernkyn Pioneers (3) – speed, screens, angles
- Transport: Sagitaur – delivers a 5‑6 model element to mid‑board
- Flex Slot: Brokhyr Thunderkyn (3) or Einhyr Hearthguard (5)
Plan: Bikes pressure side objectives while Sagitaur delivers a scoring unit to the center. Kâhl anchors the main push; flex unit handles the problem target you mark early.
“Shield & Hammer” (Sturdy anchor)
- Leader: Einhyr Champion (front‑line duelist)
- Battleline: Hearthkyn Warriors (10) – sit and shoot
- Battleline: Hearthkyn Warriors (10) – push & trade
- Elite: Einhyr Hearthguard (5) – hammer unit
- Heavy/Vehicle: Hekaton Land Fortress – anchor and fire platform
Plan: Fortress stakes a flank, Warriors play the mission, Einhyr units counter‑punch anything that closes. You win by forcing enemies to cross fire lanes and then deleting the most important thing every turn.
Scaling the Army: 1,000 → 1,500 Points
- Add depth: Second Sagitaur or a fourth bike for objective pressure on two fronts.
- Redundancy: A second hard hitter (Thunderkyn or more Einhyr) so you’re never out of threats.
- Utility: Slot in Grimnyr/Iron‑Master for protection and attrition; they keep anchors alive.
- Battleline third unit: A small Hearthkyn squad to back‑cap, screen, and complete secondaries.
Tactics 101 – First Three Turns
- Pre‑game: Identify two must‑die enemy units (fast melee missiles, artillery, or objective flippers). Those get the marks early.
- Turn 1: Establish lanes. Bikes scout/pressure weak side. Don’t overexpose the hammer—make the opponent move.
- Turn 2: Swing turn. Deliver the Sagitaur cargo or Einhyr into the mid‑board fight; focus fire marked units.
- Turn 3: Flip or lock objectives. Fortress and Warriors hold; bikes and a small Hearthkyn squad steal the far point.
Terrain & Mission Tips
- Two lanes of advance: Use one as a decoy with bikes; push the real hammer through the other behind terrain.
- Protect transports: The Sagitaur delivers your scoring pieces. Hide it until you’re ready to commit.
- Screening: Small Hearthkyn elements or bikes block charges and deep strikes to preserve your anchors.
Fast Paint Recipes (Votann That Pop on the Table)
Classic High‑Tech (Cool neutrals + glow)
- Armor: Grey‑blue base → black recess wash → pale cool grey edge.
- Metal: Gunmetal → black wash → silver edge + selective blue ink glaze for “steel tint.”
- Glow (lenses/runes): Turquoise ink glaze → small white hot spot → 1:5 glaze around the recess for subtle OSL.
Industrial Warm (Work‑wear palette)
- Cloth: Khaki base → sepia wash → tan highlight.
- Armor Panels: Dark green base → olive highlight → soft edge scratch with a sponge.
- Hazards: Yellow/black striping on Sagitaur panels; chip with silver for wear.
Snow‑Forge (Bright, readable)
- Armor: Off‑white base → neutral wash → pure white edge only on highest ridges.
- Contrast: Deep navy pads/trim; orange spot color on cables and visors.
Common Beginner Mistakes (and Easy Fixes)
- Overextending bikes: They win by threat, not suicide charges. Use them to force screens and backfield reactions.
- Leaving the hammer unsupported: Einhyr/Thunderkyn need crossfire or a transport play—don’t feed them alone.
- Ignoring secondaries/objectives: Votann excel at mission wins. Park Hearthkyn on points and trade only when it matters.
- Firing into the wrong targets: Always ask: “If I remove this, do I score more next turn?” Let marks guide the choice.
Image Suggestions
- Hero banner: Hearthkyn and an Einhyr Champion advancing with a Sagitaur in the background.
- Unit grid: Bikes, Hearthkyn, Einhyr Hearthguard, Thunderkyn, Hekaton Land Fortress.
- Paint close‑ups: Turquoise lens OSL, hazard stripes on Sagitaur, snow‑forge armor edges.
Link to Shop
Start your Kindred with core troops, fast elements, and a sturdy anchor: Shop Leagues of Votann.
FAQs – Leagues of Votann (tap + to expand)
Yes. They teach solid fundamentals—objective play, target priority, and careful trading—without overwhelming model counts or complex combos.
Two boxes of Hearthkyn Warriors and a Kâhl or Einhyr Champion. Then add Hernkyn Pioneers or a Sagitaur for mobility.
It’s a great anchor but not mandatory. You can build a strong force around Einhyr Hearthguard or Thunderkyn instead.
Bikes are easier to use for early pressure and angles; the Sagitaur shines when you want to deliver infantry or split threats across the board.
Start with 20 (two 10‑model squads). Add a small third squad later for screening and late‑game objective flips.
They focus your fire on priority targets, so your damage matters. Mark the enemy units that stop you scoring, then remove them efficiently.
Prime grey → panel wash → pale edge → metallics with a black wash → turquoise lens OSL. Three evenings can finish a squad and a vehicle.