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Made in us
Regular Dakkanaut





Hi all,

My mech guard army is performing nicely, but it's all done, so I'm off to bigger and better things (poor left hip pocket...).  Here's my idea for an air cav regiment:

Docs: veterans, drop troops, COD, SW, jungle fighters

HQ

CHQ-4 flamers

2 sentinels-heavy flamers and improved comms

2 special weapons with demo charges

ELITES

5 vets-3 plas

5 vets-3 plas

TROOPS

1) Red platoon

command-4 plas

squad 1-melta, heavy flamer, JF

squad 2-melta, heavy flamer, JF

squad 3-melta, heavy flamer, JF

squad 4-melta, heavy flamer, JF

2) Green platoon-as 1)

3) Blue platoon-as 1)

 

This comes out to 172 men and 2 light vehicles.  Normally I'd like more, but with current squad/platoon setups, I'd have to sacrifice all of my re-rolls and ordnance templates.  The general idea is to fall from the sky and toast anything with massed las/HF fire and plasma anything that's left.  Given that I fall in close order, I'm not too worried about getting assaulted by marine squads as I strike at the same time and there will be (hopefully) three of my squads to any one of theirs, and then I get to shoot.  I know that it's bad to mix squad purposes, but the HF can hit and penetrate rear armor along with the melta, who is useful for heavy infantry (which is rather common).  If the mission does not allow DS but ther are woods, I can go ahead and put the squads there and do the Verdun style war of attrition by throwing huge numbers of men across the table.  Before anyone asks, I intend to drop as close to the opposition as possible to minimize adverse scatter effects and get that HF into position.

Thoughts?

cheers

   
Made in us
Navigator





Lost in Space

 I once built a list similar to this one. But this takes the para concept a step further than I did. This may lead to some serious problems in both the early and late game that a hybrid para force is able to avoid.

My first question is will you start with any units on the table?
I hope not given the loadouts on your forces. As the entire force is geared to fighting between ranges of 6-12". Those forces you did put down would be out of effective firing range of any opposing forces.

Where are your dedicated anti-tank units?
The vagaries of deep striking don't lend well to one-meltagun squads.  I know from experience that you will need to drop several (3-4) to stand a good chance of a sucessful hit. That means the better part of a platoon has been occupied with one target that only 3-4 weapons stand a chance of damaging IF they even land in range.

What is your plan for dealing with enemy force deployments that effectively prohibit rear-eschelon attacks?
This would be the case if your opponent realizes that by a judicious spacing between units it denies you a safe drop zone. This problem would be compounded by an enemy decision to assault or psyche out your vulnerable paras at the first opportunity since the paras cannot guarantee either local reinforcement or leadership bubbles.

By the way dropping close to the enemy doesn't decrease the risks due to adverse scatter roles, it increases them. If you scatter into an enemy formation you stand to lose entire units.

With so many short-ranged para squads what is your deployment plan since you will likely outnumber your opponents by a factor approaching if not exceeding 2:1?
This follows from the previous question in that on a 'good' turn you may be given the opportunity to swamp an opponent  with  2+  platoons of  infantry. This could lead to a virtual parking lot of guard and worse yet if you deploy to maximize your short range firepower it could allow any enemy assault unit to tear into one unit and then consolidate into the next. Thus neutering nearby units by denying their firelanes to other targets.

Hope this helps.


   
 
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