Commander Proteus Posted October 29, 2009 Share Posted October 29, 2009 "There is no combat without movement." -Ender. Ender's Game by Orson Scott Card The above quote can illustrate in a sentence what the Air warrior is all about. I will here attempt to follow in the footsteps of Silent Requiem, Solid Zaku, and chapter master 454 by writing a brief thread on the tactics, units, abilities and shortcomings of an Air style list. Air Style. For those who are new to the ways of the warrior, Air Style armies rely heavily on speed and mobility to win their battles. They consist of a high degree of mobile units and shun the heavier, bulkier, and slower ones. Bikes, speeders, mechanised infantry, and jump infantry are the weapons of choice here. One of the more flexible points of Air style lies in its range of options. Air can be shooty, assault-oriented, or a bit of both, as long as its mobile. There is NO reason devastators cannot be taken in an Air army, provided they hop in a transport, and are where they need to be, when they need to be there. This distinguishes between Earth devastators, in that Earth style will tend to footslog its shooty units, preferring to fire, rather than alter position. Translated into Space Marine terminology, here are a few good examples of Air Armies. 1. Ravenwing-Having mainly bikes and landspeeders, Ravenwing armies will be able to out-maneuver and outrun the majority of their opponents hands down. What they lack in specialised firepower units, they make up for in speed and their fearless special rules. 2. White Scars-Bikes and mechanised infantry here. No question that speed kills with the sons of Khan. This is the traditional Air army, more varied than that of the Ravenwing, though it can be specialized. 3. Raven Guard-This army may fall into a "grey area" as it relies on stealth, but with an infiltrating/drop pod/mechanised approach to the fight, I feel it deserves honorable mention at least, if only for being out of the box. It is after all, a mobile combat force. The shrewd one, and the screwed one. Air armies win by speed, by maneuver, and by reach. At this point, you may be asking how this can be, and how this is a workable strategy. "Why does movement matter?" Because movement is choice. Movement is an option. Movement is the difference between playing and being played. While a Water player will tell you to react and adapt to your enemy, Air is the antithesis, because you choose what to fight, when to fight it, and where to have that game of roshambo. An ork player deploys a squad of boyz 20 strong right in front of your bike squad, which is by its lonesome on the left side of the board. The rest of your army is on the right. His 20 boyz will have a fun time catching your bikes, if that's what they're after, seeing as you can turbo boost, lure them to the right, and have them walk right onto a few well placed guns, before you turn tail, and charge them. Alternatively, A tau player parks a gunline of fire warriors dead center of the board. Rather than give him 3 turns to shoot you to pieces, send a unit of land speeders, bikes, and assault marines their way, and watch the fun. Or, move all of your units out of range of the majority of his firepower, pick off some battlesuits and tanks, and watch him cry when his units have run off the board, or been rendered inoperative as scoring units, or major threats. In another light, choose when and where you throw down. If your terrain has some exploitable bottlenecks, get into position first, and force your opponent to walk through the murder hole to get where he wants to be. If you have a wide open field, force your opponent to split his force. Bait some of his uber units to a desolate area, and then zip away to safety, to deal with that unit on your terms. Air style shows real promise in Cityfighting, where units can be rendered completley useless for a turn or two, simply by misdirection and guile. That same army will also have an advantage when it comes to getting around a cluttered table, with the majority of its units able to move and redeploy faster than the competition. It's not all its cracked to be. As with all styles, Air has weaknesses and drawbacks. For one thing, most of the fast units aren't so tough, and won't hold up for against a stronger, tougher enemy. It requires smarts. This is best described in terms of boxing. Air won't last ten rounds because it will win in three, or go down in five. Bike squads suffer from small unit size, assault squads lack firepower, and speeders have weak armor. Mechanized infantry rely on their metal boxes. Let it be said now: Air armies will fail if they are commanded to. Air armies will win when their commander has a cool head, and knows his limits and skills. You cannot just attack, as with fire, or earth, and you can't wait or react, as with water. You must control the battle as much as possible. Air is, as Silent Requiem said, an intellectual style. Expect a few failures, until you feel out the army. I hope this helps those of you who favor the Air style. Best of luck to you all. -Proteus Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/ Share on other sites More sharing options...
Paulochromis Posted October 29, 2009 Share Posted October 29, 2009 All this talk of air, and no mention of Michael Jordan? I'm guessing the battle cry is "Just Do It!" Seriously, though, I think this is a good start. Things to consider: -- the Gate of Infinity psychic power can add mobility to get your troops where you want them -- the Lash of Submission psychic power can add "mobility" to get his troops to where you want them -- you could maybe discuss how an Air army combines the superior mobility of its units with the range of its weapons to increase "reach" -- simple shooting tactics, like kiting -- less simple tactics, like multiple assault -- special rule tactics, like hit-n-run, combat tactics -- alpha strike -- objective placement for ---- last-minute grabs/contesting ---- musical chairs (where turbo-boosting units circle from one objective to the next, always contesting, always benefiting from cover save) On a related note, is the terminator teleport single-shot, or can they hop from homer to homer? Good work! Cheers, Paul. Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2167954 Share on other sites More sharing options...
Solid Zaku Posted October 29, 2009 Share Posted October 29, 2009 One shot only. When they come in, they're there for good. Of course, you could just always have more than one unit of Termys. Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2167964 Share on other sites More sharing options...
KhorneHunter57x Posted October 29, 2009 Share Posted October 29, 2009 The Terminator Deep Strike is single-shot (the teleporters are aboard the Battle Barge). As for the tactica, I would briefly mention opposing armies that fit into this mindset. (Eldar/DE spring to mind) This will help Marine players by knowing what traps the opponent may be laying for you. Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2167965 Share on other sites More sharing options...
chapter master 454 Posted October 29, 2009 Share Posted October 29, 2009 Nice short little article, the given examples show how to build your list in general (IE if it can't move a minimum of 12" then it's near useless unless it's your trap unit in a transport). Drop pods and deep strikes are ironcially not very air styled, more water. Of course you can deep strike your assault marines and land speeders in but drop podding and such is so reactive or fire based air has no need for it which is the style where it goes: 'I'm over here, here I am, come get me. Awwww too slow, try again'. The idea is to be like air itself, never able to grabbed. Sure you can bottle it but how much effort did it take to trap one unit? An army thats trick is the side-step. Think of the 4 styles as weapons: water being a basic sword and shield; able to react and attack to any problem, Fire is the brutal 2-handed weapon; must keep going with momentum or will be done for as it will be left defenceless, earth is the shield and bow where you can't hit it at range but it can leave you mangled at range while air is the light rapier; the blade that deflects and dodges and waits for the chance to lunge out and strike a killing blow in one go. Sorry I digress and steal commander proteus' thread and I personally think it's well done. Maybe our threads may be in the librarium one day (I doubt it but I can dream can't I?) Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2168638 Share on other sites More sharing options...
ShinyRhino Posted October 29, 2009 Share Posted October 29, 2009 The Terminator Deep Strike is single-shot (the teleporters are aboard the Battle Barge). As for the tactica, I would briefly mention opposing armies that fit into this mindset. (Eldar/DE spring to mind) This will help Marine players by knowing what traps the opponent may be laying for you. The Way of Saim Hann is required reading for Air Players like myself. It focuses on tricksy Space Elves and their jetbikes, but it's still applicable to Air-style armies. Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2168671 Share on other sites More sharing options...
Commander Proteus Posted October 31, 2009 Author Share Posted October 31, 2009 Thanks for the support, ideas, and encouragement so far ladies and gents! I wanted to keep this a simple tactica, with general, expandable principles, but I guess I could go further. I also wanted to keep it general, because even though this is a power armored forum, the principles expand to other armies, and heretical as it is, I know that players from all armies watch this space. I also wanted to avoid "the typical air army is" approach. I didn't write a tactica so that people would just follow it like a bible, but could use it to augment and enhance their game, if they saw promise here, and I hold no hopes of this making the librarium, as my writing skill isn't much to sneeze at. Sig it, link it, quote it, and refer to it all you like, I wrote it for you guys. So, without much lag, or waiting for ideas, lets hop into Units! I'm not faster than you are, you're slower than I am! Air style unit choice plays a big part in the definition of the army. In this segment, I'll try to point out some of the more obvious (and not so obvious) choices. 1. Jump Infantry- I'm a big believer in Assault Marines. with a 12 inch move, and the ability to leapfrog terrain that would hinder or stop cold other fast choices, these flyboys are almost a must in an Air army. They're also one of the best fast choices for assault, as bikes can't match their numbers, or potential number of attacks. They are fragile, and if relied upon too heavily, they die easily, but in concert with other air units, preferably to soften up target units, they can pack a punch, and move on to the next target. 2. Bikes- Bikes are the tougher version of Jump Infantry. Smaller units, but better defensive capabilities, and a bit more firepower. Regular bike squads have options to become delivery systems for tooled up sergeants, pairs (or trios) of special weapons, and in addition, can bring an attack bike along for some heavy guns. Or, just skip the regular bikes, and hitch up the sidecars wholesale. A triple squad of multi-melta's will shred tanks with ease, and those heavy bolters are like a steaming cup of shut the :) up to noisy gaunts, orks, and other noisemakers-in-large-squads. All bikes having a 12 inch move, and benefiting from added toughness, and the Turbo Boost rule give them added survivability. Another mentionable quirk of bikes, is their ability to be taken as another troops choice. Taking a bike captain expands your troop options to include bikes, and this can be a big help, if you don't favor mechanised infantry. The only real drawback here, is the fact that command squads, and multiple bike squads will be expensive (in points, and $.) However, for a quicker objective-taking unit, they work well, provided they aren't all trying to outdo Evel Knievel that is. 3. Speeders- Land speeders in all their forms, are the shrieking, fast moving armored cavalry we all love to have in our back pockets. Though lacking in assault capacity, their firepower is not to be scoffed at. One of the fastest space marine units, these craft are capable of being equipped with a variety of weapons. These speeders, alone or in units are the perfect shooting answer to a variety of targets. Multi-meltas and typhoon missile launchers spell doom for armor, while most of the other weapons make for excellent troop killers. The classic configuration of heavy bolter/assault cannon makes for an ideal squad killer, though it hinders the mobility of the speeder. The option to deploy via Deep Strike is another plus, potentially putting your speeders anywhere on the board. While these units have lost some popularity due to the 5th ed change of "defensive weapon" strength, Land speeders are still as good as they ever were. 4. Mechanised Infantry- Tactical squads, Devastator squads, Command squads, and veterans may look slow on their feet, but pop em' in a Rhino or Razorback, and its off to the races again. Most armies will need at least a tactical squad or two, given the need for scoring units, and the Rhino is the perfect chariot for your units. Whether shooty, or made for skull-taking, the Rhino can accommodate, allowing drive-by tactics with a few guns, or quick deployment to the killing fields. Devastators are generally considered a fire or earth type unit, but if given a transport, they can then be re-deployed to other locations, to better take advantage of new fire lanes. Assault-based command squads have been a popular choice since Christ wore sandals, and they show no signs of being shelved by many a player, so the Razorback, Rhino, and Land Raider still give you the speed you need for those slower units. Veterans tend to require special handling, so the best way to ship them first class is again, in a metal box. Nuff Said Wait. Hold the phone...Those can be Air units too? A number of units in the Space Marine army list can also be beneficial to an Air army, though they don't instantly appear to be so. 1. Vindicators- While a big gun tends to look like a runner up for Miss Earth Style 2009, Let me tell you, they can be a beautiful air choice. Forcing your opponent to fight on your terms is not only decided by the units you force down his throat, but by the ones he's desperate to avoid. Ever see the scramble to deploy infantry units away from the big shiny gun on wheels? That's what I'm talkin' about. Throw a Vindi down and watch those mobz, gaunt units, and guardian squads tiptoe their way from cover to cover, if they show up nearby at all. The Siege Shield is also a wonderful plus to the tank, especially in a Cityfight, allowing them unhindered movement, where other tanks will get parked...permanently. 2. Predators- Again, big guns look like an Earth choice, but quickly cutting down on the enemy's numbers is also a prerogative of the Air Warrior. Some firepower, or softening up will generally help the cause, and Predators are excellent at this, basically because of their reach. Lascannons are one of the best tank-shredding weapons, and three of them give you range, and speed in shooting against armored targets. A dakka Predator is also a good, mobile alternative to a devastator squad for softening up infantry and light vehicles. 3. Scouts- These glory boys would normally be classified as a fire, or water choice, but I beg to point out their speed. They can infiltrate, or outflank, and have the scout, and move through cover special rules. Unlike scattering drop pods, and deep striking troops, scouts can pop up close by a target, take a scout move, and then move in their turn. Preemptive movement is still a good form of movement, and their unique weapons choices are helpful to a commander who wants to kick his army up a notch. And there you have some choice units for Air armies. I'll add more detail later, as it comes to me. -Proteus Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2170089 Share on other sites More sharing options...
FabulousRex Posted October 31, 2009 Share Posted October 31, 2009 I think discussing Tactics of Air armies would be a nice thing to add. I've got a few myself, the most important ones being Spacing, and Focus Fire. Spacing is the complex tactic of keeping in your optimal range relative to the opponent, with the purpose of limiting return fire while maximizing your own. You see, Air Armies pay -alot- for their mobility, so using that mobility should be their primary focus. Most armies can outshoot/outfight your own units, which tend to be a bit lacking in both areas. Combine it with smaller numbers and relatively fragile units, and you have the potential for disaster. Spacing allows you to create room to work, with the primary focus being Defensive. Finding Blocking elements is the basis of Spacing. Blocking elements are battlefield areas that naturally inhibit return fire from your opponent. Most Fire players are quite familiar with using Terrain for this purpose, as is everyone else who knows how valuable Terrain can be. Where Air armies differ, is that they use the opponent's own forces to provide Blocking. This is somewhat hard to explain, but you can use the enemy army's bulk to shield you from their firepower by maneuvering into gaps in their firing lanes. This can be as simple as deploying in one spot, then hustling over to another side of the board, an as-yet-unnamed variation on the Refused Flank. This in itself can provide Spacing and Blocking, by making large parts of the enemy army unable to shoot you. Coming in from a vastly different direction naturally spoils the enemy's advantages of creating fire lanes. Their ability to redeploy varies from army to army, but almost no-one can do it better than Air. Other Spacing techniques are needed against different armies. Earth-based sloggers like IG and some Tau are quite susceptible to basic repositioning, but Mech armies are the current flavor of competitiveness. Mech armies use their armor saturation and durability to wear you down by way of making them immune to small-arms fire. They often creep forward 6" a turn with their firepower elements, while transports speed to objectives to take them away from you. The key is to use those Transports as a shield, because they cannot shoot through vehicles. They will move those Transports to shoot you, but the key here is that you've forced a movement from the opponent. You can create 'trap zones' where moving the Transport is obvious (or not so obvious) death. Using your fast firepower as a threat means you can dictate enemy movement. Generally, you can accomplish this by turbo-boosting units back and forth along the middle of your own deployment zone, buying time while the enemy commits his forces. Once they do this, you can pounce on the units that can't quite be reached quickly to be supported. You've got a very narrow time frame for this. One turn is all you have to really pulverize an enemy unit. Focus Fire comes into play next. So you've got a nice, tasty expensive Death unit or Scoring unit exposed with your deployment and maneuvering. Now it's time for the gentle art of hitting that poor unit with every piece of firepower you have available. This is not a subtle tactic, though the reason for using it may be. Air armies live and die by mobility. You cannot afford to 'whittle down' your opponent, they must lose whole chunks of their army at a time. In doing so, you create space to maneuver, and they lose counter-attack potential. This creates a domino effect, wherein the opponent starts losing chunks of his army at a time, reducing his options in all phases of the game, but most importantly eliminating his Counter Attack elements. Therefore it is absolutely vital that the target you choose to strike does not have buddies around that can wipe one or more of your squads in return. Your mobility is what creates these otherwise rare situations. If your opponent does not spread out to reach you, and uses the classic Earth-based Turtle, you can't effectively take down his units. In these situations, stay patient, and stay mobile. Odds are you can reach more objectives than they can due to your speed. They've gotta come out sooner or later to try and capture points. If it's about Kill Points, choose high-value elements and suicide one or two of your low-KP Troop squads at it. Killing a 3KP Hq for the cost of 2 Troops units is effective strategy, even if those 2 units cost 500+pts, and the Hq less than 100. The rest of your force need only hide out of range, turbo boosting until the match is over. It's a boring strategy, but then again, so is Turtling and Camping, IMO. Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2170337 Share on other sites More sharing options...
Firenze Posted November 3, 2009 Share Posted November 3, 2009 I like this. This is very much my playstyle. I use mech armies to encircle and outflank. Doesn't work against some, as they can combat this, yet can be very very annoying for the other player as their units die one by one. Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2174030 Share on other sites More sharing options...
Commander Proteus Posted November 4, 2009 Author Share Posted November 4, 2009 Well, hello again to all my avid readers! Thanks to FabulousRex for a good post. Those aren't tactics I would've mentioned, so I'm glad he did. As I said, I don't intend for this to be all-inclusive, perfect, or a work of art, just the various possibilities and my take on Air armies. Next up: Tactics. I might as well keep the ball rolling. How do you like them apples? Okay, Air armies are fast. They get around their opponents, they keep them at arms length, and they are as slippery as a decent lawyer. Did I mention they're fast? But that's not saying very much, is it? How does this army win? In the first post, I mentioned three things: Speed, Maneuver, and Reach. 1. Speed-I define speed by its physics definition (velocity, for the sticklers out there) distance traveled divided by time. So a high speed unit would be a land speeder, at 24 inches in a single player turn. Medium speed would encompass transports, jump infantry, and bikes (regular move) at about 12 inches a turn. I don't want to see all that many units with a 6" move and a D6" run without a ride, a rule, or some other plus in an Air army. Speed gets you objectives quickly, or allows you to get an angle on that rear armor, or a choice angle for a tank-shock to send a unit running. It also gives you the "go first" award when it comes to most assaults, and the option to beat your opponent to things he's trying to get at, giving you time to dig in and prepare suitable deaths...I mean gift bags, for his units! 2. Maneuver-Maneuver are the movement options themselves. Not how fast, but where, and how. Think of the difference between a scale measurement, and a vector. The scale states only quantity, such as "six inches." Vectors are along the lines of "six inches toward the back of that unit" or "turbo boost eighteen inches behind that wreck for cover." Maneuver is a vector. Maneuver gives you the freedom to think "okay, so my assault squad on the right will charge the right side of that unit of Guardians, get the unit under half strength and fall back. Then, the rhino on the left side will move in, tank shock, and send them running." I'm a big fan of Silent Requiem's "Narration" tip, so Kudos to him! 3. Reach-No, not the planet that got wiped out in Halo! Range of your guns, how far you can move to charge, how far down the enemy's throat you can go. How much of the board are you capable of controlling? What's your sphere of influence in this game? Guns are fairly simple. Heavy bolters shoot further than assault cannons, and lascannons are preferable to meltaguns. The Air army can take advantage of short ranged weapons, because it's in a much better position to use them. A "typical" Salamanders army will be relying on infantry with meltaguns and multi-melta's, and maybe those infantry are in tanks. Some of those armies will have a regular land raider, maybe a predator, or a devastator squad. Those infantry units will take a turn or two to get close enough to use those guns, and may or may not be in the best possible spot. But an air army can, and usually will have those same weapons in by the end of turn 1, turn 2 at latest. Reach in terms of the board, takes a que from speed, and if you want to simplify it, ask "how many turns do I need to run one unit to the opposite table edge?" if you can do it in two, good. Three, okay. Four or more, and you're probably reading the wrong style tactica. This tells you what you can effect, and what you can't, also bearing in mind that your guns reach further than the units themselves. Almost any army could "shoot" the other table edge by turn two. "They peed on my rug?" One other thing I'd like to point out, mainly about weapon choice for Air armies, is that they need weapons to provide decisive attacks. Forget the frag missile, move up the demolisher cannon. To hell with the gunline of bolters, move up the devastator squad and the dakka predator. In assault, why take one powerfist when you can use five? Why charge units one on one, when you can have a nice three to one slaughter? This is a personal choice, and not TOTALLY glued to Air style, taken from history and observation of it. In the Battle of Britain, Luftwaffe bombers spent quite a long time (July to October of 1940) relentlessly bombing the people of England. It botched half of its missions, and resulted in moderate damage, with relatively small amounts of casualties (compared to effective bombing) over a long period of time. The British bounced back, and determined as ever, helped to win the war. The United States dropped two atomic weapons on Hiroshima and Nagasaki, and six days later, Japan surrendered, and the war ended. My personal combat philosophy is outlined here. Hit so hard, and so suddenly that your enemy isn't even able to think of reprisals or counterattacks, and is crushed with a single strike. This is my crux of battle doctrine, and any army I choose, down to the weaponry contains this. I'm not going to give you John Madden's 40K playbook here. I'm not going to suggest your whole game, because your army has to fit you, and has to work for you. But if you can take these principles, and make them your own, you will be a whirlwind, and nothing will stop you. Later, I hope to add some more on sample armies, and for this one, I'm actually going to ask for some PM's or e-mails. Don't post, because I want to take some of the good ones for variety, and put them in at once. So send me 1K or 1.5K lists, and a brief description via PM, or E-mail! Till the next one, -Proteus Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2174478 Share on other sites More sharing options...
ShinyRhino Posted November 4, 2009 Share Posted November 4, 2009 Good additions, Proteus. One thing you might want to touch on is a tactic that Air armies excel at...Timing. The ability to swoop in and perform the Turn Five Table-Flip. This is when you hold your units in safe areas (in cover, off the table in reserves, etc), and swoop them onto objectives on the fifth turn of the game. If you do it right, you can effectively contest or claim every objective on the board in one movement phase. This is absolutely GOLDEN if you're forced to go second. it's a tactic that is talked about a lot in the Saim-Hann link I posted above, and that I have used to help me win tournament games. It takes some finesse, but that's the trademark of an Air army anyways. Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2174941 Share on other sites More sharing options...
Commander Proteus Posted November 4, 2009 Author Share Posted November 4, 2009 Good additions, Proteus.One thing you might want to touch on is a tactic that Air armies excel at...Timing. The ability to swoop in and perform the Turn Five Table-Flip. Yeah, I'm debating what to post next. I mentioned army lists, but I haven't gotten any e-mails or PM's of lists yet. I'm going to throw in one of mine, and 2 or 3 of other peoples, to show some diversity in the styles. Dirty tricks is going to be one of my posts, and the "Turn Five" is going to be included among them. I really don't like cookie-cutter, dry, same old tactics, and as I've repeatedly said, I'm trying to avoid the typical, regular, and ordinary. But, I will digress, and include some of the tried, true moves that really piss off the competition :D Thanks for the point ShinyRhino, I'll get around to it, just stay tuned! -Proteus Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2175234 Share on other sites More sharing options...
chapter master 454 Posted November 4, 2009 Share Posted November 4, 2009 Commander proteus, may I advise you take all your information here you've got so far and put it into one post, the orinigal post. This makes it easier to find information and means I don't have to shiv through several posts for the information. Sure a Big post looks daunting but having to shiv thourgh several posts (and at this rate may become pages) to find what I want is going to get tiring and is the quickest way for the reader to lose attention. Just a personal thing but I feel it does help people get through his article easier. On another note: Air armies may be fast but they do lack power. Fire is the one that hits the hardest and tends to be 2nd fastest while air tends to have only enough firepower if it concentrates on one target (or group) hence the 'loss of chucks' however your advice for a vindicator does have grounds but personally, think about it. Max move is 12" and difficult terrain can be a threat to it unless it takes a siege shield and even then infantry can easily out move it and take it out. Heavy supports aren't the best choice to be honest, maybe try more along the lines of using fast attack more. Troops go in transports, take a LSS with some scouts for some seriously annoying AT while you have typhoons help do havok on your enemies. On another note air armies aren't suited to 'mass take down' which you imply. 'taking away chucks of your enemies army in one go' is quite a drastic call, Air armies will be the ones who can dance around their opponents and like a matador strike several times to weaken and then finish off (often this killing blow would be made against the weakest units in KP missions and grabbing objectives in other missions) but never a full out 'ZOMG UBER KILLAGE' in one go. We're talking bike armies or mech (however the former is wiser) which can mount up such gear required to move fast, drive-bys via TLBs and plasma weapons/meltaguns while Attack bikes provide a little more punch. Yes air armies with marines will be very similar but when you take up an element style it does happen, Fire: Mech with assault squad/vanguards, Earth: Tank heavy and static, Water: Sorry but water armies ironically despite being adaptable can get predictable, Air: bikes and speeders. Fire: Destruction of enemy army en mass within 1-2 turns, Earth: Stand ground for all game and gradually grind the enemy out, Air: Many light, rapid strikes taking units down to an ineffective level, Water: Counter any moves the enemy makes that will be vital to the overall battle (Thus water vs. water is often a more interesting battle, countering counters). I know I sound like I am saying that no matter what, the 4 elements have their own really useful units and really useless ones but I hate to say it but it's true. Anyway before I get carried away anymore. Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2175415 Share on other sites More sharing options...
Commander Proteus Posted November 5, 2009 Author Share Posted November 5, 2009 chapter master 454, I agree that adding stuff into all one post would be easier to read in some ways, but a lot of scrolling and digging is required. When I "finish" this tactica, I'm going to put links in the first post to the individual posts after. So, please, and this goes for everyone, wait for the finished product, before you all scramble to become my personal editor and layout managers. Second, I disagree that Air can't deliver massive blows. Ten man assault squad on the charge. 2 tactical squads popping out of rhinos to shower a unit in bolts. A vindicator throwing pie plates. These work well, and the honest to God bottom line of Air, is where it's all used. Part of the reason I'm writing this tactica in this way, is because I don't think like most of y'all on the boards. I consider myself very much the minority, with left-field opinions, and unique points of view. I'm not the Devil's advocate, I'm more like the Devil, and I won't be writing Madden 40K either. So, have a little faith in the P-man! I think you'll like the end result. -Proteus Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2175682 Share on other sites More sharing options...
FabulousRex Posted November 5, 2009 Share Posted November 5, 2009 I have to say that I agree with Proteus, CM454. 'Whittling Down' is not something Air armies can usually afford to do, unless they are Kiting a slow-moving short-ranged unit to death, and that doesn't happen often. I think you may be looking at Air armies from a different elemental perspective. You can't dance forever, and it's one of the first pitfalls an Air general will fall into. You've gotta strike at some point, and if you can entirely eliminate a unit with no return fire, you've taken a serious leap forward on the Beatdown-vs-Control scale. I've reached out to strike at full TacSqds and wiped them out utterly in 1 turn, a turn they started in their Rhino, no less. Most every army can throw down an Alpha Strike to get rid of something they really want dead, so Focus Fire isn't exclusive to Air armies. They key difference is that Air armies can throw out an Alpha Strike and not suffer equal retaliation from the opponent. And it is this 'safety' in maneuvering that defines how an Air army plays. You can't dance forever and play like a faster Earth army. You can't jump forward and crash into the enemy's lines like a Fire army. You can't sit and react to the opponent like a Water army. You've got to proactively move into tactically advantageous positions on the battlefield and precisely eliminate portions of the enemy army without exposing yourself to too much return fire. It's a hard mentality to adopt, and it's the reason so few people play Air armies. Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2176277 Share on other sites More sharing options...
chapter master 454 Posted November 5, 2009 Share Posted November 5, 2009 Hmmm, Ok I will admit it but I always did feel Air armies were more about making the opponent get annoyed rather than full blown annilation (However as the writer of the earth warrior article this I guess would be expected). No single element is easy to get into, if starting it's easy because you don't have to re-write your judgements and such. I went into earth as my first element (Something to do with one of the greatest shooters ever that had a very famous gun!) and thus my mentality is quite rigid in stance, I found water (some of my newer lists are trying out this idea of 'reactive play') to be somewhat annoying to use. I mean when your earth you just blow the emperors daylights out of the enemy unit who looked at you the funniest, where as water is far more about 'I'll take second' and this is something I hate because as earth if the enemy gets a free 6" then I ain't going to win easy plus when it comes to shooting while I have perfected Bolter blitzs I just can't get this whole 'Rock to scissors' idea as again with earth it's a simple matter of traversing that turret or adjusting aim. Air armies are not hard to get into to, just as hard as any other. Look at english, we'd call it a rather easy to learn language and say it isn't that hard but consider any other language a challenge. If you start with an Air army you can play air well without problem but going from any other element to another element is going to be tricky. Saying Air is the 'hardest elemental mindset to get into' is rather strange, lets reverse this shall we: imagine a fire going to water and vice versa while an earth became air and air became earth. I think you'd find that none of them (if they had only played their first element) would be going: 'how the heck do you work with this. You wouldn't give an archer a two-handed sword nor would you give an assault marine a heavy bolter. basicly depending on what element you did first will be the 'easiest' to learn because you have no other doctrine or tactics that could ether be counter-manded by it nor will you have to adjust to any army play speeds (earth and air tend to be relativly quick, as the two are ether shooting and very little moving or moving and very little shooting for majority of the game) while fire and water would take longer (fire would have to move and shoot while water would first need to consider how to react then move and shoot). Well there another big dollop of my opinion, hope you ain't too attached to your time :D Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2176331 Share on other sites More sharing options...
Commander Proteus Posted November 7, 2009 Author Share Posted November 7, 2009 Allrighty then, time for another post! This one will be shorter, because I can't think of everything to possibly cover here. You'll see. Up tonight, is a bit on the tricks of the trade. Special lists and tactics for the Air player. I'd also like to ask everyone reading, if you feel up to it, come up with some air lists (preferably 1000-1750 Pts.) E-mail or PM these to me, because I want to show a variety of different air styles, to go with the various personalities and styles here. Please give me: 1. Army list, as per B+C guidelines (No upgrade/wargear points costs.) 2. Brief tactics or methodology by you, the "commander." 3. Permission to post that list and your words here, or not. I won't post any if you don't agree to it, and I will include the best couple. Still taking lists! Okay, so, onto the fun Dirty Lickins' Air style has a few good tricks up its sleeve, given its ability to move quickly around the battlefield. Here, I'll go over a few good ones. 1. ShinyRhino's "Turn Five Table Flip" (Hereafter referred to as "Turn Five" for short.) For anyone who doesn't know, this tactic comprises of keeping most of your mobile scoring units in range of the objectives at the end of the game, around turn 4. When turn five hits, Blitz the objectives with all of your units. Used properly, you contest, or control all objectives, if you've positioned your forces well. This has a number of advantages and drawbacks. Pro's: There's a large number of units converging on a few objectives at one time, giving you an advantage of number of attacks, and survivability. With luck, you can even end up going into assault, and wiping out units, if your numbers are sufficient. This also can be an "incontestable" finish to the game, especially if you play on the 2nd player turn. Con's: This depends on keeping most of your units alive and unscathed for 4 turns, and you have to somehow get them to destroy some enemy units, and still have time and space to get them to attack positions BY turn 4, and then, infallibly move onto objectives turn 5. Very tricky, especially given Air's predilection for being a smaller, less populous army. 2. Achtung! Rhino "You hit somebody with your fist and not with your fingers spread." This one's based on a man by the name of Guderian. That quote is his too! Heinz Guderian was a famous general for the German army in WW2. When you hear about "Blitzkrieg" you think lightning war, but in doing so, pay no credit to this guy. Guderian wrote Achtung! Panzer, considered the definitive work on then-modern tank fighting. His approach focused tanks into autonomous divisions, rather than as splintered support for infantry units. Hence, the Panzer Divisions of WW2, and their brutal efficiency in overtaking Europe. Now, you will not be taking tanks against the polish cavalry, or the "men on skis." Likely, you will have some opposition in the form of Bright/Dark lances, Lascannons, ZZap guns, and other heretical paraphernalia! But, a strike with all your tanks ain't a bad idea, unless we're talking apocalypse, with those big, dinner-plate-sized templates. But, between umparalleled tank shock capacity, ramming, and all of your transports and big guns going to a designated board point, you are applying enough force with speed to do some serious damage, and deliver a LOT of infantry to a few targets. Pro's: Lots of armor, higher numbers concentrated on few targets. Great "set up" defense. Potential for big guns as well. Con's: Your transports can be popped, stranding your infantry, and your support units can be taken out, leaving your infantry too much to do after getting out of their tanks. Templates, and blast weaponry are more likely to hit as well. It's easy to concentrate firepower against the type of list using this tactic (Earth will rock you here. ) 3. Hell's Angels This little recipe calls for three quarts of Bikes, a few tablespoons of plasma guns and meltaguns, and just a dash of insanity. It's more of a type of army, rather than just a tactic. Basically, its a biker gang. This list will be small, but it will be more mobile, and a lot tougher than some other air lists, and has nigh-unlimited options for fluid tactics. Ever see the picture of the white scars riding out of one of the large gates in the siege of Terra? You can take that line of cavalry, load it up with special weapons, and make passes at several targets, sticking together, or splitting forces at key moments. This list won't have much range, or dedicated heavy weapons, but its smaller guns come into their own here. Waves of attacks are your style here Assault will also work nicely, but will minimize your shooting. This is a very, very tricky one to try, and is the most "rapier-like" ploy. This can be lessened in difficulty by taking some mechanised infantry, or tanks in support. The White Scars army in the 5th Ed codex is a good example of this. Pro's: Fast, lots of turbo boost saves, durable list. Also scoring, with a bike captain. Ideal for "turn five" as well. Con's: Small army, limited weapons, and lacking support, if all bikes. 4. Infiltrate! Like getting close before the game begins? So do scouts. Taking lots of scouts puts early pressure, and stress onto your opponent. They aren't tough, but they are pesky, and can cause damage while also screening other units. Snipers are a good choice here, because the occasional pinning result will greatly reduce enemy mobility and counter attack potential. However, this cuts your mobility a bit. Want to be closer? No problem! Shotguns and blades for the new kids! Pro's: Pressure on your opponent early, lots of nasty weapon options, distraction/cover for your other units. Con's: They're freaking scouts!!! Their armor is weak, and their skills are second rate. All it takes to discourage them is a heavy bolter, and school's out. 5. "Get over here!" This is the 40K equivalent to the "refused flank" from fantasy. Deploy most of your army to one side, and some choice, bait units (that are faster than greased profanity) to the other. Let your opponent devote half his army to those units, and then whisk them away, leaving his units stranded, out of range, or quickly re-mobilizing to another area, preferably one with sharp pointy sticks and big guns! Let's not keep him suffering long. Bikes, Vanguard, and Jump Infantry make good, mobile bait here, but beware! Put them too far aside, and they could get cut off. Pro's: Allows you to divide the enemy force. Also, lets you lure off troublesome units at times. Con's: Divides your force, potentially for the worse. Variable opponent response (You can't be totally sure where he'll go, and with what.) 6. Leapfrog/Bait and Switch This one can use deep strikers, infiltrators, bikes, and jump infantry to a good effect in concert. Very simply, lure enemies to a unit, and then bring in overwhelming reinforcements, as if from thin air. Again, visit the bait shop beforehand. Put a scout squad in a vulnerable position, or on an objective with a few enemies nearby. Make this obvious, and expect them to die. When the opponent sends units, teleport in some Terminators, or deep strike Land Speeders or Assault Marines to rip his units apart. Bait varies, as do the reinforcements. Built for custom jobs. Pro's: Good suckerpunch tactic, capable of winning objectives and putting key units out of the fight Con's: Those key units could be yours if you're not careful. There are probably several million I've missed that could go here, as varied as the players who can think them up. That's a great thing about Air, it's a style for the creative, and an art form unto itself. I'm sorry if I seem to sell this one short, but I'm a bit sleepy, and I've put about an hour and a half of thought into those six alone. If its quick and deadly, it's a valid Air tactic, so come up with some, and make me even more proud to write this thread! :) -Proteus Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2178032 Share on other sites More sharing options...
FabulousRex Posted November 8, 2009 Share Posted November 8, 2009 Don't worry, CM454, everyone's got a different style! I feel that Air is least represented in it's -Pure- form. You'll see plenty of uber-Earth Gunlines, all-assault Fire armies, and nowadays more and more semi-mobile shooty/assaulty Water armies. But rare is the army that has all of it's troops providing their own mobility. Transports are common, yes, but inherently mobile troops like Bikes and Jump Infantry are rare to see filling the Troops slots entirely. I personally find that Rhinos are a liabilty to an Air army because they are so easy to kill, and if I can't keep my Troops mobile, I get ground down due to being forced to defend a unit or have it perish. Link to comment https://bolterandchainsword.com/topic/183299-the-way-of-the-air-warrior/#findComment-2178805 Share on other sites More sharing options...
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