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Made in au
Guard Heavy Weapon Crewman





Hello everone,
yesterday i bought another two valkyries (which i will assemble as vendettas) whuch brings the total up to three
i drew up a quick list which consists of

Command squad
standard, plasma pistol, sniper rifle, medic, vox

Kasrkin

3x vets
with falmer and nade launcher, forward sentries

Valkyrie and two vendettas
the valkyrie has two rocket pods heavy bolters and a lascannon.

all up this list is 1100

How would this army go against armies such as eldar and SM? Thanks in advance.

This message was edited 1 time. Last update was at 2010/02/28 11:40:38


TOM!!!
Lasgun with laser-sight = twin linked lasgun
1,000 points of mighty gaurd
[quote=Solly

Guardsman Tom, you are hereby given a field promotion to Sergeant for your excellent procurement of enemy information.
You have supplied your commanders with intel that will allow us to dominate the latest threats from our enemies.
Congratulations, your command takes effect immediately..



Hit it with a russ and it'll die! 
   
Made in gb
Lone Wolf Sentinel Pilot




England, UK

First off: Point limit. Is this a 1k or a 10k point list? If we don't know limits we can't help you.

Assuming the vets go in the Valk/Vendettas and the Kasrkin arrive via Deep Strike, what do the CCS do? And why do they have a vox if no other unit in your army has one? Why are you mixing short and long range weapons? (plasma pistol and sniper rifle) This CCS needs to be given a dedicated role and equipped accordingly.

Likewise your Vets. Flamer and a GL. Why? One is a 24" range the other a template. Give each squad a dedicated special and this will clearly define its role on the battlefield.

In answer to your final question; in this state? You'll get torn to pieces. I hate being abrupt about it but this list just...doesn't synergise at all.

L. Wrex

INITIATIVE 10 - painting, modelling and gaming in the the 40k universe.
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<Lycaeus Wrex> rolls 7 dice, 4+ to hit, Strength 6 against Armour 12...
* 0 out of 7 dice hit (4+) = (1,1,1,1,1,1,1) 
   
Made in us
Lord Commander in a Plush Chair






You have 1 vox; ditch it, it does nothing.

A standard(assaulty) and a Sniper(Heavy) is not a good pair. ditch one of them

An anti infantry Valk with a lascannon? multi las on it is a better choice.

I assume the vets are riding in the planes? Demolitions or grenadiers are better doctrine choices.

on the Vets: take 2 flamers or 2 nades not one of each. Plasma or Melta would be better.

Kasrkin(storm troopers) are fairly awful especially naked.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Nurgle Veteran Marine with the Flu





Incinerating your hopes

I run Air Cav and there are some things you're going to need to know before you invest the rest of your fundage into this army.

1) Air Cav plays fast and furious. The poop hits the fan immediately. There's no lull time when you move into position. Either you scout move 12" away before the game starts or you outflank and drop right next to your enemy. My point being, heavy weapons in your units are a complete waste. You'll almost never use them. Drop that garbage and take advantage of the most powerful weapons are your disposal for the short range fire fight that will inevitably ensue. For example, you're going to need to stock up on Plasma and Melta to kill as many MEQ's as possible in one round of shooting and meltas to dispose of transports and other vehicles.

2) Don't waste the points on doctrines. After you drop, either you'll kill enough to survive or your unit will be quite dead and it won't matter that they had some pretty, shiny new camo cloak to protect them. Expect your boots to DIE and horribly at that. You have first strike capabilities so take advantage of that and make you Vet's and CCS as killy as possible. Don't stock up on the pointy bits like power weapons, or power fists for the matter. BUY MORE GUNS!!! Trust me, you're going to need them. Plasma and Melta is your friend. Let the Valkyries be your anti-horde guardian angels and use the Vendettas to obliterate super heavy armor like Land Raiders and Monstrous Creatures. Anything else in between has to be handled by your Vets.

3) Forget the Storm Troopers. Buy more Veterans, you're going to need the extra scoring units because of the attrition rates. Buy Storm Troopers when you run out of Troops in your Force Org.

4) Drop the vox, you're not going to use it much and those few points add up over time.

5) The standard is nice, but you seldom use it because your boots are dead.

6) Exchange medic for Astropath (I don't have my book in front of me, but I believe that's the one that give you a bonus to your reserves roll) It will help more.

7) Take advantage of all those weapon upgrades in the CCS. There are 4 of them after all. My CCS runs with 4 plasma rifles and sometimes a plasma pistol to boot!

8) Definitely drop the lascannon on the Valkyrie. You have Vendettas for lascannon power.

Air Cav lists look awesome and are fun to play, but they're also completely unforgiving. If your first round of shooting doesn't go very well then your boots are stuck on the ground, essentially naked, waiting to get blown away by small arms and then charged. Remember, guns, Guns, GUNS! By as many as you can.

Up to about 1000 points Air Cav dominates games. The speed and fire power they give makes most others quiver in fear. Around 1500 it becomes tougher because other do what air cav does. . .but better. MechDar comes to mind. But, that's why you have so many Melta/Plasma weapons. Even plasma does a decent job at taking skimmers down. And when you're firing 6 or more shots into a vehicle with AV 12 something usually happens.

W/L/D
2/0/0
W/L/D
2/0/0 
   
 
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