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I normally play Tau, but have some IG tha tI painted for fun that I am considering turning into a full army.
This decision came while browsing the 40k website, where I noticed that the valkyrie gunship is now a transport unit for the guard. I do not have the new IG codex, or any IG codex for that matter, and I am wondering basically how these aircraft work on the tabletop.
I am a helicopter crewman, and perhaps have been brain washed to think air assault is one of the best tactics out there. What potential is there for an 'air cav' style IG company to be used with the new IG codex and 5th ed?
they're Fast Skimmers, can transport a squad of infantry, are well armed, and well priced. An air cav army is quite possible, and quite effective against most armies, although it has its weak points.
"The sergeant major asked me what my job is. I told him it's to do what I am told. He gave me a medal. I like the Imperial Guard."
"Innocentia Probat Nihil"
So they are sort of, Devil Fish equivalents?
More or less, yes. But for the low price, you actually get a AV12 on front and side with extra armour and some quite nasty weapon loadouts, whiel at the same time being able to Deepstrike, Outflank, Scout or simply deploy on the table, while at the same time transporting a squad of up to 12 models.
There are two variations of the humble Valkyrie chassis:
First we have the standard Valkyrie. Most often armed with a pair of Multiple Rocket Pods, giving them the possibility to move the full 24" and then blast at the enemy with two large blast templates. This is perfect for horde control and in general for a fast annoyance. You get all of this for a very decent price of 130pts, not to shabby!
Secondly, we have the "omnipotent" Vendetta. This badboy is much like our predecessor, but armed with 3 twin-linked Lascannons for some nastgy anti-transport potential. This is one of THE msot popular units for Fast Attack out there, seeing as the amount of anti-transport fire it puts out is well worth the 130pts.
So, there you have it. If you check out the armylist section you'll most probably find a few Aircav lists. If i'm not mistaken, GMAleron (is that your name? :/ ) has a nice Steel Legion inspired Air cavalry list.
-"Oh God, this is going to take a while..."
The Valkyrie/Vendetta is a fast skimmer with the scout special rule. Can't beat that 36" move on turn 1 to still disembark the troops inside the transport. that is from 24" scout move before game starts, then a 12" move during the movement phase, so you will only be counting as moving 12"; thereby, still be able to disembark the troops and fire one main weapon and all defensive weapons.
Comparing a Devil Fish to a Valkyrie is like comparing a snail to a sparrow.
Last edited by AfrikA; April 27th, 2010 at 20:24.
This plan is so perfect, it's retarded.
You may find you want some ground troops (holding objectives, covering fire, that sort of thing), so you could take a Platoon and stick the Platoon Command Squad in the Vendettas and use the Infantry Squads for heavy weapons support fire.
It's very doable and a popular list. It has scouting, fast movement, heavy anti-infantry fire, heavy anti-tank fire and the ability to outflank.
The infantry within the valkyrie could be used to take and hold objectives of course.
Use the scout move to rush the objective, deploy squads on them, and then have the valkyrie run interferance for the infantry as they try and cling to the positions.
On that note, my single favorite unit in Warhammer 40k is the Kasirkin. Is there any rules that make the Kasirkin a no go for aircav? For instance special rules they get that are better, or limits in the valkyrie that keep them from boarding?
Again my thanks for the help from my IG brethren here. ^_^
( My tau use cadian colors )
P.S. The devil fish has the scout rules now in 5th I do believe. So long as it's got pathfinders in it.
Or using the Scout rule to fly 12" before the game started, then fly 12" and then fire them as they are defensive weapons?
Back on topic: the Valkyries also have a special rule called the Grav Chute deployment.
It means that troops embarked on a Valkyrie can even disembark if the Valkyrie moves flat out. You may choose where the troops
disembark during the movement of the Valkyrie, but have to roll for scatter and if you do, then the unit must take a dangerous terrain
test. You also risk rolling on the Deep Strike mishap table.
Last edited by Kantoken; April 27th, 2010 at 10:08.
Innovation suffuses this hobby like a tea bag in the boiling water of play.
First off yes my name is GMALERON hussar you got it right. Second yes i have posted a Steel Legion Air Cav List (several variants to be exact as i cant make up my mind at all and am still currently working out the kinks ).
And to answer your question Kantoken the reason you can fire the rocket pods after moving flat out is because they are strength 4 meaning the count as "defensive weapons" so no matter what you do or how far you move them they can fire which makes them ideal for players wishing to do the "alpha strike" which pretty much means gun it forward with scout, next turn unload veterans with demolitions, then shoot the ever living *$#@^ out of them with your men and valkyries. Pretty nasty.
Real players go Guard....Real Men go Airborne!
Nope, I'm afraid Kantoken would be right here. The rulebook doesn't say you can fire defensive weapons when moving flat out, only cruising speed and below.