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Atrotos
05-03-2010, 08:27 AM
Originally a FTW Collaborative Post on Themed forces



Air Cav: Loadout and Tactics


A big part of the 40k hobby's attraction is being able to inject your futuristic Gothic Sci-fi army with elements from heroic historical forces. We all love reading about the achievements of the 101st Airborne in Normandy or how the Rangers and Delta Force lasted through the meatgrinder in Somalia. 'Band of Brothers', 'Black Hawk Down', and many other sources besides really do a number on the imagination of the 40k addict propelling him or her towards the idea of building an elite, highly mobile force that has only recently become a legal and affordable option in Warhammer 40,000. The idea of highly trained sophisticatedly equipped troops leaping out of Valkyries en masse to confront a panicked, disorganized foe is a compelling one and today we're going to discuss how to make it a reality.

Let's begin with a theme. This part of the army may seem superfluous to some and for many it always will be. For the well-rounded hobbyist, however, an army list begins to take shape only once we have a clear idea of the army's fiction using that as a foundation for how the army will operate on the table. There are, of course, existing regiments that are known to be highly dependent on airborne troops such as the Elysians or Harakoni and there is a certain satisfaction to be gleaned in building a force in accordance to pre-set canon. I chose to blaze my own path with an Inquisitorial Strike Force. My army would represent a Inquisitor's personal army - a hand-picked Ordo Xenos force. The Callidus, disguised by means known only to her shrine and the most clandestine operators, will have infiltrated the heart of the alien host. Having found and neutralized her high-value target the Callidus will call for extraction and the Inquisitor's Storm Troopers would swoop to the rescue on obsidian wings emblazoned with the Inquisitorial crest.

But how to represent this force? Well the idea is to merge the image of the force with a codex-legal army list. The first obstacle the Airborne player will face is the lack of FOC slots for the army to exist in. With only three Fast Attack slots available how can an entire force be air-mobile? One solution is squadrons. This allows an Imperial Guard player to field up to nine Valkyrie chassis in their army each one capable of carrying up to 12 models. This is not as restrictive as many believe. Squadroning, besides allowing you to inflate the number of Valks available, also lets you allocate hits in ways that can surprise an opponent. In a recent game I had one Vendetta, containing an expensive command squad, surrounded with Ork Boyz determined to glance it to death thus destroying its occupants as well. Instead I allocated all the Immobilized/Destroyed results to the other Vendetta in the squadron leaving the Command Squad's Vendetta only 'Shaken'. Thus I was able to move, disembark from the vendetta and unleash four flamers on the Mob killing them all, gaining a crucial kill point while giving away none. Despite this small benefit squadrons are the death toll of any fully airborne army. Your birds will only be able to engage up to three targets a turn, you will live in fear of multi-lasers and scatterlasers whose multiple shots make glancing your Valks to death a common occurrence and maneuvering on a table with large terrain pieces while maintaining coherency is next to impossible.

So let's explore some other options. Forgeworld's Imperial Armor Updates allow Inquisitorial Storm Troopers and Inquisitors themselves to take Valkyries (but not Vendettas) as dedicated transports. These squads offer multiple cheap special weapons and ST's are scoring. It also allows an IG player to gain access to Inquisitorial wargear, such as the Emperor's Tarot, that make airborne forces run a little smoother. The heavily customizable Inquisitorial squads means the player will have greater freedom with regards to what percentage of points are spent on Valkyrie chassis and how many on their contents. For those that don't enjoy including an Inquisitorial element in their army I recommend talking to your opponent about trading Heavy Support slots for Fast Attack or for the ability to take Valkyries (but not Vendettas) as dedicated transports.

Imperial Armor also includes rules for a non-flyer, fast skimmer version of the Vulture. The Vulture is an excellent addition to an airborne force both as a model (very affordable since it became a conversion kit) and as a fire support. I run one as sorely needed anti-horde: four multiple rocket pods and a heavy bolter means great mobility and a great resistance to glancing hits since a 'Weapon Destroyed' result means so little. No one likes 4 big templates dropped on them even if they are "only" Strength 4. You will often find this loadout putting as many as 25 -35 hits on a unit. The twin-linked Punisher cannon is certainly an attractive option as well due to 'cool factor' but don't expect it to do much. One '5' on the Glancing Table will make you cry. Anti-tank duties should not fall to the Vulture as it does not really have the tools to open armored targets reliably. I equip my second vulture with a twin-linked Lascannon and six hunter killer missiles. Deep Strike, 'fast' and the presence of other juicier targets means it can be an effective tank-buster to a degree. The fact that all six missiles and the cannon can be fired at once means it has surprising alpha-strike potential against low-armor high-value targets (rhino full of Death Company). Often I use a Vulture as both a roadblock and as bait. Zoom over and place it in front of that Land Raider full of TH/SS Terminators. The 'dodge' save available to skimmers means the Land Raider will likely have to stay put in the movement phase. If your opponent is foolish he will assault it with little chance of success and you will have a clear shot at his erstwhile hidden assault unit. Overall Vultures are a great way to fill otherwise useless Heavy Support slots.

Some players will object to the inclusion of Imperial Armor rules citing them as "unofficial". For the airborne player this argument is truly negligible when one considers the "unofficial" limitations the IG player has already levied against himself essentially removing the Heavy Support section entirely. It is a rare opponent indeed who will object to Imperial Armor when the alternative is facing an airborne wing plus an armored column. Still there will be those instances where Imperial Armor is out of the question. What I tend to do in such cases is multi-charge the enemy line with 21 Grey Knights with Furious Charge (from Straken) on the first turn wrecking more or less everyone and everything before the game even begins (aren't offcial rules great?).

So what does one include in an airborne list? In my experience forces of this nature operate better with small model counts. Valkyries are big models and maneuvering more than 5 or 6 flying bases can be incredibly difficult. The airborne player spends much of his time dancing out of range of the enemy's heavy weapons meaning all of you army will be force into one corner of the table. In addition airborne forces only get one chance to break the enemy's back before their light armor and flimsy cover saves fail them. Thus the airborne player must equip their squads to deal with their targets decisively in order to avoid retaliatory fire and assaults. This in turn means many points will go into small, elite units capable of multi-tasking and dealing with a variety of targets. Veterans are far better suited to the airborne role than platoon squads due to their increased efficiency. Carapace armor makes bolters less lethal, demolitions allow you to make critical hits against Terminator and Power-armored targets. Plasma pistols on sergeants help inflict that critical last wound on monstrus creatures that would like nothing more than to shred your squad in close combat next turn.

Straken is an excellent inclusion in an airborne army. The combination of command squads bonuses (special weapons, reserve bonuses, orders) and close combat capability make a Straken -led CCS an ideal beginning to an airborne list. Furious Charge is a good crutch for an army that has one chance to deal its damage to the foe, suffering as the Imperial Guard does from lack-luster initiative and strength stats. The problem, however, with expensive units such as the blinged-out CCS and Veteran squads is their dependence on the critical units that carry them. When the opponent targets your Command Squad he's also targeting the Valkyrie or Vendetta their riding in. A successful hit may well cripple two units rather than just one.

Most often the airborne player will take three Vendettas to fill his Fast Attack slots. This is because of the undeniable role of these death-dealing flyers to visit destruction on the enemy's armor. Vendettas give you the ability to challenge your opponent to a stand-off, trading shots and relying on your firepower to see you through. It also helps you pick off choice targets at a distance delaying their progress and buying your objective keepers precious time. Vendettas also allow your objective keepers to play an active role punishing the enemy from afar while hovering near key locations on the table. I don't think it needs to be said but in case it wasn't clear you should never, under any circumstances, trade in your lascannons for missiles. Many claim that buying heavy bolters for your Vendettas lends them versatility and for 10 points you may as well. I will say that I've never used them and have never missed them - BS 3 simply isn't that impressive.

Valkyries are excellent units even eclipsed, as they are, by the formidable Vendetta. Equipped with a multilaser and multiple rocket pods they can harass the foe whilst still retaining their speed. The added templates are invaluable when dealing with gaunts, ork boyz and eldar on foot. They are better offensive transports than Vendettas, the latter requiring a relatively stationary position to make the best of its weapons. The Valkyrie chassis also makes for an imposing model in the physical sense. It's ability to deploy anywhere and engage any target can wreak havoc on your opponent's nerves giving you an incalculable but significant advantage. Placing the Valkyries in reserve to Outflank can maximize this effect especially when opponents are unfamiliar with facing this tactic on a large scale.

The 'Scouts' special rule is perhaps the most potent weapon in the airborne arsenal. A clumsy opponent will place his units as close as possible to yours during deployment allowing you to scout move within 12" of him and assault critical targets first turn. Meltabombs, priests with eviscerators and Straken will serve you very well in this endeavor. Oftentimes you will be able to neutralize all of your opponent's anti-tank weaponry in this opening strike giving your transports full reign over the table. It's worth mentioning that even if you do not get first turn scouting everything forward may still be a viable tactic as the opponent is not likely to be able to deal with all your transports (and their cover saves) in one turn of shooting. In most cases, however, reserving everything is the best option available to airborne players who are going second. Another rule useful to first turn chicanery is the Grav Chute Insertion rule allowing you to disembark melta-toting models as much as 24" away from their starting positions. This is, however, more of a scare tactic than anything else; it would be a desperate situation indeed in which an IG player would risk the contempt of the dice gods with such a move. In the 80 or so games played with my airborne troops I've used this special rule perhaps three or four times.

Some general advice:

- Avoid trading units if at all possible. It's ok if Veterans must die to blow up a Land Raider but a Rhino's seldom worth it.

- Use your cover saves to get into key positions. Example: A Valkyrie full of Demolition Vets zooms 24" to stop next to a squadron of Russes. The enemy must inflict half a dozen penetrating hits to have a solid chance of felling the Valkyrie. The next turn Veterans can disembark, forgo any shooting and proceed to charge multiple vehicles with their meltabombs.

- Don't be afraid to take the fight to the enemy. Your small model count will mean everyone that can fight, must fight. More often than not I will relinquish my own objectives and assault the enemy full on, capturing his. Remember to augment your force with some close combat potential for this purpose.

- Deep striking units work well with airborne forces. Marbo and the Callidus assassin make frequent appearances in my lists. They add to the feeling of helplessness your opponent is likely to endure when facing you because there is seldom a good defense against such units.

- Paint your army! A painted airborne force plays better than an unpainted one. Valkyries can have a psychological effect when fielded en mass and a coordinated paint scheme will help make the most of this effect. Remember that opponents will fear your army because it's unfamiliar - use this to your advantage.

I hope this guide has been helpful. I don't consider myself to be an overly competitive player overcome as I often am to play with rules that don't appear in any rule book. If you'd like to chat contact me at [email protected] or stop by at rulesmanufactorum.blogspot.com. (http://rulesmanufactorum.blogspot.com)

- Atrotos



P.S. Army is still a WIP. If you are at all artistically inclined kindly ignore the pics.

Brithian Ranger
05-03-2010, 06:02 PM
good article, very informative and helpful.

Commissar Lewis
05-03-2010, 08:48 PM
Also, in addition to the psychological factor of having an all painted Air Cav army, you need to play Ride of the Valkyries by Wagner. If it is good enough for Lt. Colonel Kilgore, it's good enough for anyone.

Atrotos
05-05-2010, 08:05 AM
good article, very informative and helpful.

Thanks!


Also, in addition to the psychological factor of having an all painted Air Cav army, you need to play Ride of the Valkyries by Wagner. If it is good enough for Lt. Colonel Kilgore, it's good enough for anyone.

Obviously. This was so self-explanatory I felt it would be insulting to actually mention it. ;)

Sandman2663
05-06-2010, 07:19 AM
Great read, thank you.

Fellend
05-06-2010, 09:33 AM
Whoah, really nice tactics article.

Commissar Lewis
05-07-2010, 12:30 AM
Obviously. This was so self-explanatory I felt it would be insulting to actually mention it. ;)

True, but some people don't know that air cavalry + Ride of the Valkyries = AWESOME. Me and a friend were playing Saints Row 2 and I was playing this mission with an attack helicopter and specifically put of Ride of the Valkyries and he did not get the reference.

Porty1119
06-05-2010, 09:54 PM
Great article. If you don't mind, some other tips for using air cav:
-Use blob squads (20+ model Combined Infantry Squads) as a tarpit to tie up important enemy CC units and allow your lighter, less close combat-proficient Veterans to run amok with meltas generally destroying everything with treads. You can field 30 models in the combined squads for less than 200 points, and these will take a few turns to remove. Perfect distraction!
-Use rocket-armed Valkyries in concert with melta vets. Scout 24" behind cover, move cruising speed, disembark the Veterans and remove the Land Raider/Razorback/Battlewagon, then pieplate the general area with the Valk's rockets. Unless you have shockingly horrible luck with scatter dice, there will be very little friendly fire, and a large nimber of Orks (if you can-opened a Battlewagon) will have been permanately erased by large quantities of templates.
-Take Vultures. The "what the-" factor is enough justification for something that can be outfitted to annihilate almost anything. I run my Vulture with dual Rocket Pods and a twin-linked Missile Launcher. It can move 12" and fire rockets and a TL krak missile, or the pieplates, TL frag missile and a heavy bolter. It's a flying Swiss Army Knife tha has killed anything from Hive Tyrants to Genestealers and Trygons (I mostly play vs bugs). Did I mention it costs fewer points than the most basic Leman Russ? Watch out for the Vulture. And your wallet, FW has a habit of draining it.