Megathread: Votann in 11e
I'm creating this post as a repository for all things to do with the army in 11e, whether it be the state of the meta, important rule questions and/or rulings, Q&A, and general discussion about what the kin are doing in the new edition. This is a combination of conversations I've had in real life as well as observations, many of which are opinion based, so respectful discussion and discourse is encouraged as new information comes to light.
State of the meta (As of 07/05/26)
Votann seem to be doing very well. We're not as busted as T'au, but we've seen some early tournament wins, and it's clear that the good outweighs the bad.
The good
Votann have several very strong 2+1 detachment combinations, primarily Needgard and Mercenary Oathband, though I've had discussions with people that indicate brandfast and delve are having some luck. All of our +1 detachments seem to be solid, so as of right now it's a question of playstyle on which one players are choosing. Hearthband is also still strong, though people seem to be favoring the "hearthband-lite" detachment as a +1 rather than the full fledged 3 dwarf point hearthband.
Most of our units are solid. Even if it's harder for us to hit, we benefit significantly from the fact that cover no longer makes AP-1 weapons hit like a wet noodle. Thunderkyn and hekatons continue to be a terror, hearthguard are just as deadly as they were before if not more so. We've even seen some use of kapricus defenders and grimnyrs, which were previously poor choices, as their abilities have been buffed by the edition change.
Changes to hazardous have also worked in our favor: The evaluator can now overload his gun and not die after shooting twice, since failed hazard tests only inflict 1 wound on character models now. The grimnyr is also free to overcharge ancestral wrath and not worry about blowing up, because hazard wounds do not have to be taken on the model with the hazardouse weapon; You're now allowed to soak them on the CORVs, or the poor warrior retinue following them!
The bad
There are some casualties of course. Although they still have value as anti-T3 MSU artillery pieces, earthshakers have a hard time hitting the wall of a cave, even with spotters. While it only takes one hit to cause a battleshock test, hitting on 5s at best is rough if you fluff your number of attacks roll.
Additionally, hearthfyre is still our worst detachment by far, and persecution prospect, while getting some new life in changes to cover, seems to be falling behind its farseekers sibling in popularity.
The ugly
We have some ambiguous rules that, until clarified by GW, are subject to the whims of rules-as-intended rather than rules as written.
Chief among these is the issue with combat disembark on sagitaurs: RAW a unit disembarking from a transport that has advanced (even if it has special rules such as the sagitaur) must take hazard checks. This is clearly a problem until it's clarified.
There is also a question of how precision on steeljacks works; As written, it seems as though the stage where critical wounds are scored is AFTER allocation, meaning they're unable to fulfill their character sniping capabilities. Most gracious opponents are following the intent, but it's never good to have rules up in the air like this.