Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
Ive recently gotten back into 40k from a few years away and have re-kindled my love for the guard. I've always wanted to run an Air Cavalry list but never had the opportunity until now. I've made a 'Bound' list for this force (from what i can tell), I was wondering if i could get some feedback on it and maybe some helpful tips on how to make the most out of there force. Ive tried to build the force around mainly aerial transports and gunships, with the exception from ground dedicated transports (stuff must be on the table). I've also set my target for a 1500pts force that can be legal for competitive play. Anyway, any advice would be great. Thanks!
HQ Company Command Squad
Company Commander
Officer of the Fleet
Navy orders
Veterans
Medi Pack
Regimental Standard
Camo Gear
Dedicated Transport Taurox
- Searchlight
--------------------------------------------------------------------------------------------------------------------------------------
Troops
Note the CCS needs to be in a Chimera for Command Vehicle rule to apply . So I would drop the Vox's and the Camo gear and upgrade the CCS vehicle to Chimera W autocannon and dozer
and give the company commander Volkovs cane for the extra boost to orders..and your golden..and the vulture can just be part of the CAD..
This message was edited 1 time. Last update was at 2016/06/22 00:18:38
Air Cavalry is certainly thematic, and one of the more challenging armies to use. From my experience, the troops already on the ground could do with some good heavy weapons support to help them before the gunships and the rest of the cavalry come in.
I'm not sure what you have in mind how your Air Cav would work. Mine starts with 3 vet squads and a command squad (2nd in command) on the ground. Each vet squads are kitted with plasmas like yours, and also with autocannon and snipers. They are to hold the gournd before the rest come in.
Flying in in 2 Valkyrie and 4 Vendetta (3 of those empty) are 2 more demolitons vet squads with melta and heavy flamers, and Straken w 4 plasma guns, medic and a priest (really more for style). I've been having lots of fun with this Air Cav, and they have a fairly reasonable win record.
Thanks for the feedback! Ive sorted out the command vehicle issue and went with the squad upgrades you both suggested. The main role of this force would be to hold the line until turn two for the reserves to roll in and bring the hurt, and have ground forces move forward turn one to secure a firebase and objectives. The fliers would then slam into the enemy flanks providing a good field of fire.
Anyway, heres the amended list, I've tried to keep survivability and distance shooting in mind for the deployment units. Let me know how it stands
***List update***
Astra Militarum Air Cavalry
1500pts List
HQ Company Command Squad
Company Commander
- Boltgun
Officer of the Fleet
Navy orders
Veterans
- Medi Pack
- Autocannon
- Sniper Rifle
Dedicated Transport Chimera
- Dozer Blade
The list looks impressive from a theme point of view. I'm sure you know it's going to be a challenge to play, but hey it's AirCav.
One more suggestion - perhaps you'd want to take demolitions doctrine for the air mobile melta squads.
Also, I don't think you're going to get much use of the vox casters, but it will certainly look good. You can just model them onto your troops, but not actually use it and use the points for something else. It's harder for AirCav to take advantage of orders.
The heavy weapons in your command squad - do you mean to use them from the Chimera, which then I guess would be tucked away hull down somewhere?
Member of Legio Malaysia
http://spunkybass.blogspot.com/
Is theere a reason why you have any ground forces? I did do a air cab list were I Put the ccs with meltas in a vendetta, vet squads with meltas in valks w rocket pods and lass and some kitted out vultures in support. Absolutely untested though.
2016/06/25 03:40:32
Subject: Re:[1500] - Astra Militarum - Air Cavalry
If you ditch the forward sentries, the demo charges, the camo gear, the medikit, the company standard and the tauroxes, you can give each of your squads an extra special weapon and fit in a whole other command squad, give each command squad voxes and 3 grenade launchers with chimeras with heavy stubbers. (bolter + stubber + multi + 3 grenade launchers out firing points... thats a lot of dakka!) Also you might want to put 2 valkeries (or vendettas) on one squad so they all can use the special formation rules.
stonned_astartes wrote: Is theere a reason why you have any ground forces? I did do a air cab list were I Put the ccs with meltas in a vendetta, vet squads with meltas in valks w rocket pods and lass and some kitted out vultures in support. Absolutely untested though.
Probably so the battlefield is contested for the first couple turns while you wait for reserves to show up.
This message was edited 1 time. Last update was at 2016/06/25 03:41:18
stonned_astartes wrote: Is theere a reason why you have any ground forces? I did do a air cab list were I Put the ccs with meltas in a vendetta, vet squads with meltas in valks w rocket pods and lass and some kitted out vultures in support. Absolutely untested though.
The main reason would be having forces available on turn one to secure objectives and be in a position to cover deploying drop troops. I'd love to run an elysian style list for turn one reserves, but I'd want to have a list that can be used competitively in tournaments further down the line.
The formation limit is 3 units from any combination of the Valkyrie and vendetta squadron, would that only mean 3 aircraft per this formation? Also thanks for the list! Loving the extra Dakka
The heavy weapons in your command squad - do you mean to use them from the Chimera, which then I guess would be tucked away hull down somewhere?
The idea for the heavy weapon in the command squad would just to be sitting in the chimera and using its fire points to shoot from a covered position.
I don't have my Death From The Skies on me right now, but since that book came out, I've reorganized my flyers in my AirCav into the Detachment from that book. The book calls it Air Superiority Detachment I think. The book does not include Vendettas, but the players in my area have agreed to let me use the Vendettas with Valkyrie Pursuit and Agility stats.
With 4 Vendettas and 2 Valkyries, you will be able to deploy an Air Superiority Detachment of 3 wings - 2 wings of 2 Vendetta, and 1 wing of Valkyrie. The formation, detachmnet leader, wing leader and Attack Pattern buffs are pretty cool, and would really help the AirCav
Member of Legio Malaysia
http://spunkybass.blogspot.com/
2016/06/28 09:13:04
Subject: Re:[1500] - Astra Militarum - Air Cavalry
I haven't got Death From The Skies yet, it is on my to buy list haha. I like the idea of attack patterns as it would fit perfectly with the idea I have for this force, but the Emperor's Spear Aerial Company's special rules are very tempting. I've re-jigged the list to add your recommendations, with the idea of having two vet squads accompanying their transports, and a CCS mounted to deliver turn 1 orders (Twin linked order to minimize 'Get's Hot')and deal out more dakka. When the formation arrives it can deep strike the additional 2 melta vet squads and CCS melta team without scatter, with luck wiping out some armour/ monstrous creatures turn 2. I couldn't add the additional vendetta into the formation due the max capacity of 3 units for the formation. Instead this would accompany the vulture in board clearance. If everything works out (which it hardly does), the fliers which are still in play can enter VTOL turn 6 and sit on objectives to contest and capture.
Astra Militarum Air Cavalry
Combined Arms Detachment
1500pts
HQ Company Command Squad
Company Commander
Officer of the Fleet
Navy orders
Veterans
- Grenade Launcher
- Grenade Launcher
Dedicated Transport Chimera
- Pintle Mounted Heavy Stubber
Company Command Squad
Company Commander
Veterans
- Meltagun
- Meltagun
- Meltagun
(Vendetta transport)
--------------------------------------------------------------------------------------------------------------------------------------
Fast Attack
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++