As a new votann player, especially one that started playing in 10th, this breakdown really really helps alot for me. Informative and the comparisons between weapons really good. Lookinh forward to hekaton next!!
Thanks for tuning in! Let me know if there is anything else you would have liked covered or if some stuff was less useful. Any feedback is greatly appreciated as I build out the rest of the series!
Awesome video ! these hearthguards are so awesome, I cannot tell you how many game they clutched it for me. Their deepstrike, mixed with their powerful shooting, strong melee and good tankyness vs range makes them a huge threat !
Great video, I'm kinda new to 40k feel free to correct me if I'm wrong in my thinking! I play Votan and I chose to go with 2 x 10 Hearthguard's with 2 x Kahl leading them, mostly because I did see the invulnerability save as really valuable for the whole unit (Kahl's Rampart Crest). If i take teleport crest for the Hesyr and Rampart for Kahl and put Kahl as leader for the unit, I assume that the unit has 5+ invulnerability save and they can deep strike.
Thanks for the kind words! The plasma definitely feels like it should do more damage but the real strength of the volkanites are those sweet devastating wounds which just help push it ahead when your opponent has good invulns or high toughness. Was interesting seeing it on paper!
Wow, as a new player both to 40k and LoV this video was amazing! One of the hardest decisions ive found as a new player is the load outs for your troops, especially given that from what I've seen / read, most tournaments are wisiwig. I now know how im loading out my hearthguard. Cant wait to see more of these videos, especially one on the Hearthkyn Warriors. 😊
So about Volkanite vs Plasma profiles it seems like its best to use the Volkanite. Simply because you get to have the choice to either not caring to add extra AP via stratagem or spending them if you realy need them
Just getting started on a LoV army and this is incredibly helpful! I was planning on having a deep strike squad of five Hearthguard led by a Khal and I saw how you talked about lethal hits on the ranged weapons the Hearthguard had which was extremely helpful. However, I didn't see anything about how the Lethal Hits affects the melee options. I would really love to take the Plasma Blades on my (5) deep strike unit as they are really cool weapons. Do you think the extra attacks on top of lethal hits from Kahl would make it a better option than the Concussion Gauntlets in this case?
Hi Spencer, thanks for the kind words! Rule of cool trumps all. And unless you are playing in higher stake tournaments, no one will have a problem with you running the blades as gauntlets. So if you like how they look, paint those! That said, I unfortunately do not think the lethal hits make the plasma blades better than the gauntlets. The extra strength is so critical to this unit doing damage in melee. Theory aside, one real life example: I recently played a game testing 5x plasma blades. I charged them into a Canoptek Doomstalker (T8) who was sitting on half or so wounds. I thought my HG were equipped with gauntlets, rolled everything, picked up the doomstalker no problem. Realized they had blades, we rerolled everything. I did less than half the damage I did with the gauntlets. Not the best target for the blades, sure, but when you consider that your shooting on the HG can deal with low T models without any problems, and that most threats are high T models, the extra S and D of the gauntlets is invaluable. I immediately swapped them back to gauntlets post game lol
Love the videos, question I do have, if the Plasma Blades had one more attack per model, but everything else was the same, would they then be worth taking? If not, what would make them worth taking over the concussion?
So one important assumption I noticed is that all these numbers are with stacked judgement tokens, which is generally going to be expected but they wont be there the entire time. In these cases (after crunching a bunch of numbers) the EtaCarn largely outperforms the Volkanites in that "sweet spot" range between T4 chaff and 4+ invul giants. Personally I think I'll take at least one squad with Etacarn because there's going to be a point where an unjudged unit needs to be stopped, and in that case having a flexible 5-man squad of EtaCarn would probably be the best option
Unless I missed it you didn't take the plasma's superior range into account. You could miss a round of shooting because your just out of range with the Volkanite.
That's a fair callout and not something I mentioned. However, I do think that because of how these guys are typically used (coming down from DS or disembarking from HLF, they sort of act as a "I'm coming here to kill this now" type of unit, where, while more ranged is always good, 18" minimum from both guns SHOULD typically suffice. Also worth mentioning that the grenade launcher is also 18" meaning, supporting this notion. Quite impactful if you were looking to get the extra 1-2w from this weapon into the plasma target squad. That said, 6 extra inches for plasma is definitely a positive attribute to call out and can certainly come into play in some situations where maybe once you've landed, you are trying to get in range of something else. Thanks for the callout and I'll be sure to mention this point for the other videos!
@@VotannVersus40K Im trying to run 10 Plasma that start on the board to shoot aggressive units instead of missing a round in reserves. 5 in a hekaton and 5 in deep strike with Volkanites. Hopefully works out. Great videos love the content.
@@MIKEADRIAN-e7m Thank you so much! That sounds like a really unique way of utilizing them, I would love to hear how they performed for you on the table once you try it out!
Great vid really helped me understand the unit, but I'm still new and learning the rules. How do you play lethal hits and dev wounds? Does lethal just cancel out dev because you don't roll to wound?
I also like the technical long form videos. I eat crayons, so getting the math from someone else helps inform my decision. Maybe I'll still take plasma, maybe not but I can make a pro can decision much easier.
If all of your unit analysis videos are as good as this one, you're going to have your work cut out for you when we get our codex+second wave! I'll parrot others and say it is nice to see the math on volkanite vs plasma guns. I currently have a plasma blade/volkanite and a fist/plasma gun load out. When i buy more, i think i'll build them fist/volkanite, and maybe try to figure out some magnet options as well. I think the biggest issue with the plasma blades is that you halve the damage vs the other fist, but you only gain one extra attack. I feel maybe if they were A4 or even A5, there might actually be a choice. Here's hoping for some better internal balance when we get a book! FOR THE ANCESTORS! FOR THE ALGORITHM!
Thanks Urk, really means a lot!! I'll admit this one took way longer than I thought it would BUT it was the most complex unit, so I anticipate the others being a little easier to put together. Can't wait for that sweet sweet second wave! Hopefully the summer killteam box rumours are true and we get some foot pioneers! I 100% agree with you, the extra attack simply is not enough to warrant losing the extra damage. Hopefully they make it 4 attacks (maybe -3 ap?) when the codex comes out PRAISE THE ANCESTORS, ROCK AND STONE
Great video but man, I think you should have called out the Kahl giving 5++ to the unit. On a 10 man, he basically pays for himself in the durability he adds to Hearthguard.
Hey Sai, that's a great point regarding the 5++, thanks for calling that out! I will add though, I personally feel that it hasn't really been all that impactful for me. The hearthguard innately save on a base 2+ which means the 5++ will only come into play if you are dealing with AP-4 shots, which tend be on targets that do not have many shots. Plus, its generally quite easy to either have access to cover or void armor, meaning you are essentially saving on a 0+. I'll be sure to mention the 5++ when I cover the kahls video and add that it can help provide durability to the hearthguard
Soooo 4+ save wont do much on the squad cause it only effects the Hesyr and better put it on the hero and have the Hesyr to take the teleporter to deepstrike ? my army plan was An elite 2k army with so big armor being lead by just Uthar.
The 4++ on the squad is preferred for 5man units on the table but if you go in deep strike then it’s better on the character. With 10 you can put it on the hesyr in deep strike since it will take longer to get to the character
I’m really sad the fists are objectively better than plasma blades. They just look so cool that I know I’m going to use them and I’ll never not be thinking about how unoptimal they are
Your welcome man, it was a joy to do. Awesome video again, I will analyse it bit by bit for sure. :) Thanks!
Jordan I have some potential paid design work if you're looking for some for a D&D Community
@@mikerushby2178 Sounds interesting! :) How can I reach you for some details?
@@mikerushby2178 Sounds interesting! :) How can I reach you for some details?
@@mikerushby2178 Hi Mike, sounds fun!
As a new votann player, especially one that started playing in 10th, this breakdown really really helps alot for me. Informative and the comparisons between weapons really good. Lookinh forward to hekaton next!!
Thanks Dk, really means a lot! Glad you found it helpful :)
This is so detailed it’s great, I’m working my way through all of these now as I build my army :)
Jordan is an absolute legend, keep up the great work, both of you
Thanks Duckings :)
Absolutely fantastic video, more of these! Thank you!
Great Video, going to need one of these for every data sheet in the army!
Thanks Pelican! They are coming soon!!
I love 40K videos that actually go into detail
Looking forward to these unit analyses ! Thanks for the video :)
Thanks for tuning in! Let me know if there is anything else you would have liked covered or if some stuff was less useful. Any feedback is greatly appreciated as I build out the rest of the series!
Awesome video 🎉
Can't wait to see your take on all our units !!
Awesome video ! these hearthguards are so awesome, I cannot tell you how many game they clutched it for me. Their deepstrike, mixed with their powerful shooting, strong melee and good tankyness vs range makes them a huge threat !
Thanks Beaver, they are such a good unit!
I've only tried playing with squads of 5 but im excited to test a 10 man soon
@@VotannVersus40K a 10 men plasma with Khal is just really really good. Consistent DPS, the lethal hits are super useful in Overwatch and melee.
Great video I needed this. Your leg work is helping me finalize my list for the upcoming ATC event.
Thanks Camden!
Hey this video was seriously incredibly helpful. Love this stuff. Could you do Thunderkyn or the Hekaton land fortress next?
Thanks Rocco, super happy you found it helpful! More datasheets coming soon!
Great video, I'm kinda new to 40k feel free to correct me if I'm wrong in my thinking!
I play Votan and I chose to go with 2 x 10 Hearthguard's with 2 x Kahl leading them, mostly because I did see the invulnerability save as really valuable for the whole unit (Kahl's Rampart Crest).
If i take teleport crest for the Hesyr and Rampart for Kahl and put Kahl as leader for the unit, I assume that the unit has 5+ invulnerability save and they can deep strike.
That is correct! Putting the teleport crest on the Hesyr allows the whole unit (including character leading them) to deepstrike!
jordan done a good job, simple yet elegant
He did a wonderful job and I couldn't be happier!
Thanks! Didn't we spoke on the Wynnest channel yesterday? :)
Great work, I've always been suspicious of the volkenite weapons. I'm happy to have the math on it to suppress my initial instinct
Thanks for the kind words! The plasma definitely feels like it should do more damage but the real strength of the volkanites are those sweet devastating wounds which just help push it ahead when your opponent has good invulns or high toughness. Was interesting seeing it on paper!
Absolutely fantastic . More of this.
Wow, as a new player both to 40k and LoV this video was amazing! One of the hardest decisions ive found as a new player is the load outs for your troops, especially given that from what I've seen / read, most tournaments are wisiwig. I now know how im loading out my hearthguard. Cant wait to see more of these videos, especially one on the Hearthkyn Warriors. 😊
Thanks Steve, appreciate the kind words!
Thanks so much, just started votann as a second army to my imperial guard. More of these please!
Just picked up votann, lots of value here, great work!
So about Volkanite vs Plasma profiles it seems like its best to use the Volkanite. Simply because you get to have the choice to either not caring to add extra AP via stratagem or spending them if you realy need them
very good video. Generally I'm not able to follow this type of videos, but I could understand this one. Doing a good job for the votann community.
Cheers to Jordan!
Cheers to that!
Well I started the video, said, hey this looks pretty nice and subbed. Just started votann so your breakdown and images are very helpful
Great video
That was a great informative video. Had not seen the channel in my feed before this, but definitely subbed now.
Just decided the other day to get Votann as 2nd army, cant wait for your next analysis to help me decide on a list to play ^^
Just getting started on a LoV army and this is incredibly helpful! I was planning on having a deep strike squad of five Hearthguard led by a Khal and I saw how you talked about lethal hits on the ranged weapons the Hearthguard had which was extremely helpful. However, I didn't see anything about how the Lethal Hits affects the melee options.
I would really love to take the Plasma Blades on my (5) deep strike unit as they are really cool weapons. Do you think the extra attacks on top of lethal hits from Kahl would make it a better option than the Concussion Gauntlets in this case?
Hi Spencer, thanks for the kind words!
Rule of cool trumps all. And unless you are playing in higher stake tournaments, no one will have a problem with you running the blades as gauntlets. So if you like how they look, paint those!
That said, I unfortunately do not think the lethal hits make the plasma blades better than the gauntlets. The extra strength is so critical to this unit doing damage in melee.
Theory aside, one real life example: I recently played a game testing 5x plasma blades. I charged them into a Canoptek Doomstalker (T8) who was sitting on half or so wounds. I thought my HG were equipped with gauntlets, rolled everything, picked up the doomstalker no problem. Realized they had blades, we rerolled everything. I did less than half the damage I did with the gauntlets.
Not the best target for the blades, sure, but when you consider that your shooting on the HG can deal with low T models without any problems, and that most threats are high T models, the extra S and D of the gauntlets is invaluable. I immediately swapped them back to gauntlets post game lol
Great stuff!
ROCK AND STONE!
Love the videos, question I do have, if the Plasma Blades had one more attack per model, but everything else was the same, would they then be worth taking? If not, what would make them worth taking over the concussion?
Great video!
So one important assumption I noticed is that all these numbers are with stacked judgement tokens, which is generally going to be expected but they wont be there the entire time. In these cases (after crunching a bunch of numbers) the EtaCarn largely outperforms the Volkanites in that "sweet spot" range between T4 chaff and 4+ invul giants. Personally I think I'll take at least one squad with Etacarn because there's going to be a point where an unjudged unit needs to be stopped, and in that case having a flexible 5-man squad of EtaCarn would probably be the best option
Unless I missed it you didn't take the plasma's superior range into account. You could miss a round of shooting because your just out of range with the Volkanite.
That's a fair callout and not something I mentioned. However, I do think that because of how these guys are typically used (coming down from DS or disembarking from HLF, they sort of act as a "I'm coming here to kill this now" type of unit, where, while more ranged is always good, 18" minimum from both guns SHOULD typically suffice.
Also worth mentioning that the grenade launcher is also 18" meaning, supporting this notion. Quite impactful if you were looking to get the extra 1-2w from this weapon into the plasma target squad.
That said, 6 extra inches for plasma is definitely a positive attribute to call out and can certainly come into play in some situations where maybe once you've landed, you are trying to get in range of something else.
Thanks for the callout and I'll be sure to mention this point for the other videos!
@@VotannVersus40K Im trying to run 10 Plasma that start on the board to shoot aggressive units instead of missing a round in reserves. 5 in a hekaton and 5 in deep strike with Volkanites. Hopefully works out. Great videos love the content.
@@MIKEADRIAN-e7m Thank you so much! That sounds like a really unique way of utilizing them, I would love to hear how they performed for you on the table once you try it out!
Great vid really helped me understand the unit, but I'm still new and learning the rules. How do you play lethal hits and dev wounds? Does lethal just cancel out dev because you don't roll to wound?
I also like the technical long form videos. I eat crayons, so getting the math from someone else helps inform my decision. Maybe I'll still take plasma, maybe not but I can make a pro can decision much easier.
If all of your unit analysis videos are as good as this one, you're going to have your work cut out for you when we get our codex+second wave!
I'll parrot others and say it is nice to see the math on volkanite vs plasma guns. I currently have a plasma blade/volkanite and a fist/plasma gun load out. When i buy more, i think i'll build them fist/volkanite, and maybe try to figure out some magnet options as well.
I think the biggest issue with the plasma blades is that you halve the damage vs the other fist, but you only gain one extra attack. I feel maybe if they were A4 or even A5, there might actually be a choice. Here's hoping for some better internal balance when we get a book!
FOR THE ANCESTORS! FOR THE ALGORITHM!
Thanks Urk, really means a lot!! I'll admit this one took way longer than I thought it would BUT it was the most complex unit, so I anticipate the others being a little easier to put together.
Can't wait for that sweet sweet second wave! Hopefully the summer killteam box rumours are true and we get some foot pioneers!
I 100% agree with you, the extra attack simply is not enough to warrant losing the extra damage. Hopefully they make it 4 attacks (maybe -3 ap?) when the codex comes out
PRAISE THE ANCESTORS, ROCK AND STONE
Grim Demeanor will stop that half damage shenanigan by the nightbringer.... or am I wrong?
Question for the maths, why is a 4+ save on your chart not just an automatic fail for plasma guns? Aka 8.33 successful wounds?
Great video but man, I think you should have called out the Kahl giving 5++ to the unit. On a 10 man, he basically pays for himself in the durability he adds to Hearthguard.
Hey Sai, that's a great point regarding the 5++, thanks for calling that out!
I will add though, I personally feel that it hasn't really been all that impactful for me. The hearthguard innately save on a base 2+ which means the 5++ will only come into play if you are dealing with AP-4 shots, which tend be on targets that do not have many shots.
Plus, its generally quite easy to either have access to cover or void armor, meaning you are essentially saving on a 0+.
I'll be sure to mention the 5++ when I cover the kahls video and add that it can help provide durability to the hearthguard
Soooo 4+ save wont do much on the squad cause it only effects the Hesyr and better put it on the hero and have the Hesyr to take the teleporter to deepstrike ? my army plan was An elite 2k army with so big armor being lead by just Uthar.
LEAGUES OF VOTANN - Oathband - 1995 pts
Ûthar the Destined (1)..............80 pts
Hearthkyn Warriors (10)............100 pts
Hekaton Land Fortress (1)..........225 pts
Hekaton Land Fortress (1)..........225 pts
Hekaton Land Fortress (1)..........225 pts
Einhyr Champion (1).................60 pts
Einhyr Champion (1).................60 pts
Einhyr Champion (1).................60 pts
Einhyr Hearthguard (10)............320 pts
Einhyr Hearthguard (10)............320 pts
Einhyr Hearthguard (10)............320 pts
The 4++ on the squad is preferred for 5man units on the table but if you go in deep strike then it’s better on the character. With 10 you can put it on the hesyr in deep strike since it will take longer to get to the character
I’m really sad the fists are objectively better than plasma blades. They just look so cool that I know I’m going to use them and I’ll never not be thinking about how unoptimal they are