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Secondary objectives

General tips
List construction:
• Board control armies are the best suited to both primary and secondary. Killing will rarely score
you many points.
• Units that are hard to kill help score points.
• Abilities to kill opponents off objectives and highly mobile units helps deny opponent points.
• Try not to give up multiple easy secondaries when constructing your army.

Choosing secondaries:
• Try and build your list to be able to consistently do 2 secondaries easily. Choose 1 based on
army you are facing.
• Secondaries that also help achieve the primary mission are best i.e domination.
• Choose secondaries that are part of your game plan: i.e. Titan hunter.
• Beware of secondaries that opponent can interact with or control.

Denying opponent secondary points:


• Look for ways to disrupt opponents secondaries ie hide characters in reserve.
• Know what secondaries opponent is likely to take and choose secondaries that reward you for
stopping him: Ie Take while we stand we fight vs head hunter and hide units in reserve.
• Place units near objectives so opponent can’t perform actions. (guards men move move move)
• Add tools in list building to deny your opponent secondaries.
o Snipers/ Psychic deny.
o Abilities that interact with opponent on their turn. 6” HI/ Stooping dive/consolidate any
direction.
o Fight when die abilities to shoot off objectives such as Astartes banner.
Battle field Engage on all fronts: Domination: Line breaker:
• Old recon. • Max score 15: 3 a turn. • Max score 15: 4 a turn.
supremacy • Max score 15: 2-3 a turn. • Hold more than half the objectives at the end • 2 units in enemy deployment zone.
(Hold objectives) • Easy if have highly mobile force (flyers/ jet of your turn. • Score at end of your own turn.
bikes). • Works well as helps achieve primary • Take if planning on being in enemy deployment
• Don’t take against highly aggressive objective and deny opponents primary zone for multiple turns. i.e fast moving assault
armies. scoring. army or multiple DS units.
• Easy to score / hard to max. • Can use less durable units to score.
• Can use reserves to score this. • Take if have fast moving obsec units or
board control army.
• Do not take against aggressive board
control armies.
• Potentially difficult in 6 objective missions.

No mercy Grind them down: Thin their ranks: While we stand, we fight:
no respite •

Max score 15:3 a turn.
Kill more each battle round.


Max score 15.
Only take against hoards.
• 3 Most expensive models (not units), 5 per
model if survives.
( Points for killing/ • Easier if go second as know how many • Need 100+ models to be worth taking. • Max score 15.
surviving) units you have to kill. • Gamble as likely enemy target priority.
• Take if have a low kill point army i.e. • Take if enemy can’t interact/ kill units.
knights/ Custode and your opponent has • Potentially good on tough characters- Knights/
multiple easy kills. Talon Masters/ Shield Captains.
• Space out killing chaff to achieve each turn. • Good if able to deny enemy opportunity to kill
• Beware opponent putting chaff in reserve units: I.e reserves till T3 . Amazing if can put
to counter this objective. units in reserve after game starts.
• Can build lists around this then potentially very
easy (also deny opponent head hunter pts).

Purge the Titan hunter: Bring it down: Assassinate: Cut off the head:
enemy •

Max 15pts 3 kills., 10 pts if one titanic kill.
Easy points if opponent has titanic units


Max 15 pts.
Need 8 models ≤10 w or 5 >10
• Need 5 character kills to max: 3pts per
character.
Kill Warlord, points depending on battle round. Only
3 pts if kill t4!
(Kill specific unit and you can kill them. wounds to max. • Take if multiple easy to kill characters and have • Very easy to counter by putting WL in reserve
types) • Auto take against knights. • Is per model not unit. tools to kill them. especially if you go first.
• Take if opponent has lots of vehicles • Beware being baited into taking this. Your • Maybe take against knights if WL easy to
/monsters and you can kill them easily. opponent may put non essential characters in target but then you would take titan
reserve. hunters!!!
• May be difficult against hard to kill characters • May discourage opponent from using suicide
such as Shield Captains/ Space Marines WL (smash captain early game).
characters. • Do not take against Custodes/ Alpha Legion
who can replace WL.

Shadow Raise banner: Deploy scramblers: Investigate sites: Teleport homers:


operative •

Infantry only. Max 15pts. 1pt per banner.
Raise by holding till the end of your turn.


low scoring but very easy.
10 pts if ALL 3 actions completed.


Max 15pts, 3 a turn.
Non character infantry action within 6’ of


Max 15, 4 a turn.
This is just really bad, Unlike other objectives
(Infantry based • Scored each command phase/ end of game • Score at the end of your turn. middle of battle field. Ok for board control have to survive whole battle round in
actions) • Can’t start if enemy in range of objective. • Infantry non character only. armies if mid-table LOS blocker but raise opponents deployment zone and have to
• Enemy can stop it if they control the • Gamble if don’t complete all 3 as score 0 banner easier. perform an action so can’t use the unit as
objective at the start of any phase. pts. • Choose if weak infantry units as completed in well.
• You don’t have to stay on objectives to • Easy for armies with infiltrators or reserves. your turn. • Infantry units only and can be used by
generate points after an action complete. • Can do after units come in from reserve so • Easy for opponent to prevent scoring as just characters.
• Better on missions with 6 objectives as very very easy. has to have a model within 6” of middle of the
easier to score. board at start of your turn.

Warp craft Abhor the Witch: Pierce the veil: Psychic Ritual: Mental interrogation:
(Psychic actions) • Kill Psykers: 3 per unit ,5 per character. • 8pts 2 actions, 15pts 4 actions. • Same Psyker has to complete action 3 times • Max 15, only 3 per turn
• Auto take against Grey Knights/ T sons. • Action: Have to get within 6 of opponents within 6” of middle of the battlefield. • Have to be within 18” of characters so
• Only if own army contains no Psykers. ( battlefield edge and more than 6” from • Gamble as same model has to complete action opponent determines where you have to
good reason not to take token Psyker in opponent: 3 times or NO pts. move to.
army) • Better on missions that battlefield edge is • Have to be in centre of board so likely in • Best on fast moving Psykers.
• Be wary taking against fast moving Psykers not wholly in opponents deployment zone: DTW/deny stratagem range. • Have to commit Psykers/ move towards
such as Eldar as opponent may deny you Vital intelligence / sweep and clear. • Beware taking against snipers or aggressive enemy. Difficult if opponent holds characters
kills. • Good if Psykers deep striking or very fast combat armies as scoring unit has to be the back/ reserve.
moving/ durable. same each time and has to stay mid board. • Don’t use if single Psyker in army.
• Opponent can stop you: DTW/ deny strats. • Good if have an ability to stop being targeted– • Prone to being denied by DTW / stratagems
• Don’t take if single Psyker. cloud of flies/ inquisition/ salamanders. as have to be near opponent.
• Don’t take if only have single Psyker/against
psychic army.

Mission Priority target: Scouring: Strategic scan. Retrieval mission: Minimise Scorched earth: Raze.
specific • Control one priority objective for 3pts,
both 5 pts at the end of your turn.
• Scan objectives: Action takes till next
command phase. Max 15pts.
losses: •

6 if 1 objective razed, 12 if 2.
Choose if aggressive army, will be in enemy
objectives •

Very easy to get 3pts turn.
Score at the end of your own turn.


Cant be started when enemy in range.
More than one unit can do this action a


Max 15pts
Pts depending on how much of your forces left •
deployment zone multiple turns.
Action takes till end of turn.
(Actions, minimal turn. end game. • Can only raze if no enemy units within range
restrictions on unit • Can be scored last battle round: Good if • Good if unlikely to be killed. Potential to at start of your movement phase so
type) go second! “double up with “while we stand we fight”. opponent can deny by moving any units in
• Can be started battle round 1: Great if • Scored by units destroyed not models so hide range of objective before your turn.
have infiltrators. units if nearly destroyed.

Battle lines: Vital ground. Sweep and clear: Direct Vital intelligence: Data Surround and destroy:
• Hold objectives till next turn. Max 7 per
turn: 2 per objective mid board or 3 if in
assault. intercept Surround them.
enemy deployment. • Hold central objective +/- opponents • Action when next to an objective. Score in next • Must control both own objectives and
• Chose if durable board control army. objective. 3-5pts a turn. command phase pts equal to no of objectives opponents objective and hold till next
• Can’t score round 1. • Take if aggressive army. held. command phase.
• Only have to hold objective at end of turn. • Fantastic for durable board control armies. • Take only if durable board control army.
• Good if central LOS blocker. • 4 a turn, 8 if control all objectives.
• Can score end of battle as well.

Overrun

Easy Situational / easy Situational / hard Hard/Bad

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