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With the new Codex, an exciting new army list composition option has been made possible for us: the Air Cavalry list. I'm not going to go into the pros and cons of the Vendetta/Valkyrie as this has been done extensively already, instead I want to focus on the army list. For the purposes of this post, assume that Valk means Valkyrie or Vendetta.
Some people advocate a full Veteran list (6 squads) mounted in Valks (3 squadrons of 2), while others recommend half that (3 squads in 3 seperate Valks). For the former, the Squadrons rules are going to hurt unless you have an extremely lucky first turn. You trade off some of the maneuverability and survivability in order to take more. For the latter, you end up with a much less mobile force.
It is essentially possible to take up to 9 Valks. How viable is actually the Air-Cav list? One or two 'Stunned' or 'Immobilised' rolls is enough to completely ruin your plans while the First Turn is almost necessary. Against an Anti-Armour list there are precious few targets to fire at so your Valks are going to be an absolute magnet for Lascannons etc.
Other than being rather cool, is there a way to make Air-Cav competitive?
Roland Durendal posted a list up a little while ago that has the above composition, 6 vet squads in 6 valks. Packs a hell of a punch, but yeah, it wouldnt be too hard to knock those birds outta the sky (sorry about the pun).
In my view, if the opponent isnt packing too much long range AT weaponry, your in with a great chance. The valks are mobile enough to stay away from the melta weapons and any anti infantry weapons really wont be a threat. If the vendettas can stay put and deal with the lascannon equivalent toting tanks and the valks can bomb the hell outta the lascannon equivalent toting infantry, then the vets can happily mop up the rest. One good turn of shooting could make this army very safe on the tabletop. But really, you gotta hope like hell you get first turn.
If you do, just make sure you use the first turn to really soften up the enemy, dont just go rushing in to drop the vets into the thick of it, you'll get shredded. Take out the big guns, wait a few turns to drop the vets where they are needed. And pray to the dice gods every roll. I wonder if they would accept sacrifices??
Well the valks don't really suffer from being in squadrons.. since they're skimmers they would be destroyed from immobilized results anyway (when moving fast at least).. They'll even ignore stunned results when in squadrons, something they wouldn't normally do..
Only against enemies that put out alot of potential devastating hits it's dangerous.. anything with 4 lascannons or meltaguns and such.. Against a single lascannon being in a squadron is an advantage actually..
Still I prefer them fielded alone.. Mainly because I'd never buy more than 2.. maybe 3.. and thus would lose flexibility from fielding squadrons.. No flexibility is lost in your situation though..
One could argue that it's harder to hide 2 valks.. but since one is hard enough to hide you won't really be penalized for this either..
Why such fuss about first turn? Valks can outflank
And if you took two command squads with astropaths, you'd be coming in on a 2+ on turn 2.
I'm not being an idiot and missing something here am I?
If I've replied, i've probably used Italics...
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They don't "ignore" it, they turn it into shaken and they both come with free extra armor, check the entryThey'll even ignore stunned results when in squadrons, something they wouldn't normally do..Only when moving "Flat out" does immobile = dead. If you're moving at a speed where you can actually shoot, you won't die to an immobile result unless you're squadroned up.Well the valks don't really suffer from being in squadrons.. since they're skimmers they would be destroyed from immobilized results anyway (when moving fast at least)..
The other thing to recall about squadrons is that each time your shot at you evaluate how many vehicles are left, if it's only 1, the Immobile = dead stops (REF: pg. 64 last sentence of DAMAGE RESULTS AGAINST SQUADRONS). Unless he's killng more than 1 with a single unit, it'll generally only hurt the first vehicle.
Armor 12 isn't amazing, but it certainly doesn't burst into flames when you stare at it. It's certainly stout enough to transport an entire army <--Former Tau mech player
Last edited by Mastershake; May 11th, 2009 at 18:06.
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It's a one-trick pony list. Very effective if the opponent didn't come prepared, lost cause if he did. And playing against such a list would be as fun as a purist drop-pod army...no skill, no tactics, not even any risk, just move onto the table and spam the plasma. I predict the list will prove unpopular due to being very boring to play rather than being ineffective.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Oh sorry.. forgot that they had extra armour.. and thought you just had to move 12"+ for you to die.. hmm hmm.. xD seems I failed..
Well.. then.. you gain nothing from being in a squadron.. other than the ability to field more valks/vendettas, and you become a bit more vulnerable =x
I still think 6 valks is a bit excessive though.. and as Intrepid said, might not be the funniest list to play.. also.. how would you carry 6+ valks around xD
I am currently working on putting together a pure air cav army (5 valks and 3 vendettas ferrying around veteran squads and command squads at 2k points) and have to say that I think the list does have a couple glaring flaws in it.
Full mech armies will be tough to deal with as the skimmers can only engage a maximum of 3 units at once, making it hard to break enough transports fast enough.
Likewise, any army with solid long range AT ability will be tough, such as oblit spam, rail heavy Tau, loota spam, and other IG forces due to the vulnerability of the Valks/Vendettas.
However, against armies that require short range weaponry to deal with vehicles I think it has a fair amount of potential to do well.
Most importantly, the idea of a giant air assault army is just an amazingly cool concept!