oldmanlee Posted August 31, 2017 Share Posted August 31, 2017 Hi fellow guard players Has anyone tried a air cav list yet in 8th is it worth running at all? Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/ Share on other sites More sharing options...
Halfpint100 Posted August 31, 2017 Share Posted August 31, 2017 Not here. I use mech guard. I have been tempted to use bullgrins in a valk for that turn 1 charge with power mauls. But haven't got round to testing it yet Relictor88 1 Back to top Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4873191 Share on other sites More sharing options...
Galron Posted August 31, 2017 Share Posted August 31, 2017 I play Elysians so I dont "need" air transport but I use it anyway. Extremely efficient way to get meltagun guys within melta range. Dont expect your Valk to do much besides be a transport, it fails miserably as a gunship. Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4873347 Share on other sites More sharing options...
duz_ Posted August 31, 2017 Share Posted August 31, 2017 Not here. I use mech guard. I have been tempted to use bullgrins in a valk for that turn 1 charge with power mauls. But haven't got round to testing it yet Bullgryns + commissars, priest and psyker in a valk works oh so well! :D Favourite combo in the army right now! If only bullgryns could go in Vendettas... muhahaha! Halfpint100 and CoffeeGrunt 2 Back to top Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4873362 Share on other sites More sharing options...
Disciple of Caliban Sgt Posted August 31, 2017 Share Posted August 31, 2017 i would guess (also haven't played in 8th) but looking at things your valks are support and transport as has been said. Use a couple of Vendettas for anti tank (along with some tarantula turrets) and then use a Vulture or two for heavy support. If you want anti air there is the thunderbolt. I also always wanted an avenger because who doesn't love an A-10 in 40k? But remember bodies is were guard thrive and air cav doesn't have a lot of bodies. I found in my other editions you either won epically or died hard and fast. I found it great fun but if you can't take getting curbed stomped on occasion (for me was almost 50/50) then you might want to rethink air cav. Personally I find it a helluva a good time but I am a fluff bunny so there is that. Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4873456 Share on other sites More sharing options...
NatBrannigan Posted August 31, 2017 Share Posted August 31, 2017 Vulture gunships for support. Any list is viable with enough Vulture gunships in support. Disciple of Caliban Sgt and oldmanlee 2 Back to top Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4873488 Share on other sites More sharing options...
oldmanlee Posted August 31, 2017 Author Share Posted August 31, 2017 Vulture gunships for support. Any list is viable with enough Vulture gunships in support. I have two they are a bit good Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4873494 Share on other sites More sharing options...
CoffeeGrunt Posted August 31, 2017 Share Posted August 31, 2017 Vendettas don't seem like a great performer. I need to get my Vulture out of storage and into battle to try it out. I'm trying out my Thunderbolt this weekend. Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4873512 Share on other sites More sharing options...
narcolepticltd Posted August 31, 2017 Share Posted August 31, 2017 vendettas are not worth the points due to poor ballistic skill and no strafing run special rule, but punisher vultures and other flyers are great. Valks with door gunners and MRP/Multilasers can toss a decent volume of fire for a transport as well - even before the consideration of grav chute deployment of nasty shooty things inside. Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4873839 Share on other sites More sharing options...
oldmanlee Posted August 31, 2017 Author Share Posted August 31, 2017 I think the biggest issue I'm having at the moment is finding a good balance between flyers and ground units Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4873870 Share on other sites More sharing options...
narcolepticltd Posted August 31, 2017 Share Posted August 31, 2017 I think the biggest issue I'm having at the moment is finding a good balance between flyers and ground units what points limit are you building your list too? are you playing elysians or regular guard? are you only working with the GW index or are forgeworld data sheets ok as well? Remember that transports can be used by multiple units now, so if it fits it ships... 2 special weapons squads can fit in one valk, and both can be deployed in different spots on the same movement phase... or a swq and a command squad + 2 officers or commissars or your choice of combination there... I'd definitely look to valks only if you're using them to their full potential of carrying troops - and if it isn't going to carry anything you're better off with a punisher vulture or something like a thunderbolt or avenger (the thunderbolt and avengers don't have the strafing run rule, but both have bs 3+ to compensate instead). Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4873889 Share on other sites More sharing options...
Ulrik_Ironfist Posted August 31, 2017 Share Posted August 31, 2017 Ok, so this is kinda in my wheelhouse. I've not got any experience playing 8th, but Air Cav is sort of my thing so I'll take a stab at it. From the perspective of list building there are a few things to consider in 8th. The first is to consider what units you want to use, so I'll explain my philosophy in context of my unit choices as an example. I'm going to go large scale. The First question to ask is how you want the list to work. Do you want to use precision deep strikes to take advantage of putting hotshots where they will do the most damage? Or are you wanting to go full on Col Kilgore and play Wagner as you fly Valks across the table? Or are you looking for a bit of both? I prefer the bit of both balanced approach so I'll show my thinking on that. So, I start by picking my troops. This will inform my HQ selections. I've been a huge fan of Stormies since 3rd edition, and I tended to think that 5th edition was their peak. 8th edition has given them a much needed boost, though I still think they could be better. I have 4 squads of Kasrkin that tend to make up the bulk of my troops. To this end, the list I built goes as such: (Generic AM to keep things simple) 2056 pts Brigade Detachment: HQ- 1 Company Commander, 2 Tempestor Prime (chainsword and Shouty Stick) - My reasoning here is to provide orders support and to fill out the FOC. Do not expect great things from officers, as with the real world, your troopers will do all of the work (I know a couple guys will be salty at this...) Troops- 4x MT Scion squads (10 guys total, 2 PG and vox), 3 Infantry Squads (GL, Vox, ML team) -Here's where the meat of the list is happening. You could customize the list a bit here, extra special weapons in the scion squads different special weapons and such. The big point is that these are the heavy lifters. This is where your high mobility hard hitters are. Deep strike the Scions in ahead to get those hotshots in close. Then Using the infantry squads in Valks and a vendetta you get the air assault element. Elites- 3x Officer of the fleet This is pretty explanitory. Use them to enhance your Flyer's shooting. Exactly what it says on the tin. Fast Attack - 3x Armored Sentinels (PC Chainsaw), use them as mobile weapons platform. Heavy Support- 2x HWS (Mortar), 1x HWS (Heavy Bolter) Fill out the FOC, and provide some fire suppport. Flyers - Vendetta (in an aux detachment), 2x Valkyries (HB sponsons, 2x Rocket pods, ML), 2x Vulture (twin punisher) Vendetta and Valks transport troops and provide fire support. Vultures do Air Support. The troops are most important part of the list. Unfortunately, this sort of list is going to be very glass hammer-y. duz_ and CoffeeGrunt 2 Back to top Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4873898 Share on other sites More sharing options...
Halfpint100 Posted August 31, 2017 Share Posted August 31, 2017 if you are going for the deepstrike damage, then take plasma pistols on srgs instead of voxs. especially on the scions who can easily be in range of primes when deepstriking Guardsman Bob 1 Back to top Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4873917 Share on other sites More sharing options...
oldmanlee Posted September 1, 2017 Author Share Posted September 1, 2017 I think the biggest issue I'm having at the moment is finding a good balance between flyers and ground units what points limit are you building your list too? are you playing elysians or regular guard? are you only working with the GW index or are forgeworld data sheets ok as well? Remember that transports can be used by multiple units now, so if it fits it ships... 2 special weapons squads can fit in one valk, and both can be deployed in different spots on the same movement phase... or a swq and a command squad + 2 officers or commissars or your choice of combination there... I'd definitely look to valks only if you're using them to their full potential of carrying troops - and if it isn't going to carry anything you're better off with a punisher vulture or something like a thunderbolt or avenger (the thunderbolt and avengers don't have the strafing run rule, but both have bs 3+ to compensate instead). The lists and games I play are 2000pts forgeworld is a ok and I have a fair few forgeworld flyers to boot regular guard I like elysians but don't own any Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4874130 Share on other sites More sharing options...
oldmanlee Posted September 1, 2017 Author Share Posted September 1, 2017 Ok, so this is kinda in my wheelhouse. I've not got any experience playing 8th, but Air Cav is sort of my thing so I'll take a stab at it. From the perspective of list building there are a few things to consider in 8th. The first is to consider what units you want to use, so I'll explain my philosophy in context of my unit choices as an example. I'm going to go large scale. The First question to ask is how you want the list to work. Do you want to use precision deep strikes to take advantage of putting hotshots where they will do the most damage? Or are you wanting to go full on Col Kilgore and play Wagner as you fly Valks across the table? Or are you looking for a bit of both? I prefer the bit of both balanced approach so I'll show my thinking on that. So, I start by picking my troops. This will inform my HQ selections. I've been a huge fan of Stormies since 3rd edition, and I tended to think that 5th edition was their peak. 8th edition has given them a much needed boost, though I still think they could be better. I have 4 squads of Kasrkin that tend to make up the bulk of my troops. To this end, the list I built goes as such: (Generic AM to keep things simple) 2056 pts Brigade Detachment: HQ- 1 Company Commander, 2 Tempestor Prime (chainsword and Shouty Stick) - My reasoning here is to provide orders support and to fill out the FOC. Do not expect great things from officers, as with the real world, your troopers will do all of the work (I know a couple guys will be salty at this...) Troops- 4x MT Scion squads (10 guys total, 2 PG and vox), 3 Infantry Squads (GL, Vox, ML team) -Here's where the meat of the list is happening. You could customize the list a bit here, extra special weapons in the scion squads different special weapons and such. The big point is that these are the heavy lifters. This is where your high mobility hard hitters are. Deep strike the Scions in ahead to get those hotshots in close. Then Using the infantry squads in Valks and a vendetta you get the air assault element. Elites- 3x Officer of the fleet This is pretty explanitory. Use them to enhance your Flyer's shooting. Exactly what it says on the tin. Fast Attack - 3x Armored Sentinels (PC Chainsaw), use them as mobile weapons platform. Heavy Support- 2x HWS (Mortar), 1x HWS (Heavy Bolter) Fill out the FOC, and provide some fire suppport. Flyers - Vendetta (in an aux detachment), 2x Valkyries (HB sponsons, 2x Rocket pods, ML), 2x Vulture (twin punisher) Vendetta and Valks transport troops and provide fire support. Vultures do Air Support. The troops are most important part of the list. Unfortunately, this sort of list is going to be very glass hammer-y. Thanks for the helpfull tips just a question are all the storm trooper squads ten strong? Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4874158 Share on other sites More sharing options...
CoffeeGrunt Posted September 1, 2017 Share Posted September 1, 2017 I personally haven't been that enthralled by Fliers this edition, though I'm willing to give 'em a go. Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4874218 Share on other sites More sharing options...
oldmanlee Posted September 1, 2017 Author Share Posted September 1, 2017 I personally haven't been that enthralled by Fliers this edition, though I'm willing to give 'em a go. I know what you mean the valk on paper is a poor flyer but I don't want to do the taurox prime storm trooper spam and moving lots of infantry around the board hurts my back I have looked at mech but the chimera is poor so I thought air cav would be a good option to try Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4874237 Share on other sites More sharing options...
Galron Posted September 1, 2017 Share Posted September 1, 2017 Do it for a few select squads that you need to get somewhere for close range or if you feel froggy an assault, but play Elysians for the rest for pinpoint deep striking. Transports are too expensive this edition to use a lot of them, especially as poor shooting as a Valk is that it doesn't really count as fire support but you still pay the points for the weapons.. Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4874405 Share on other sites More sharing options...
librisrouge Posted September 1, 2017 Share Posted September 1, 2017 I'm going to a tournament this weekend with a seven flyer list, so hopefully I'll have plenty of feedback. Its certainly a wacky list, and I don't expect to win much (heck, imma be tabled!), but I want to stress test what flyers and flyer based lists can do. Guardsman Bob, oldmanlee, Halfpint100 and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4874622 Share on other sites More sharing options...
Ulrik_Ironfist Posted September 1, 2017 Share Posted September 1, 2017 Ok, so this is kinda in my wheelhouse. I've not got any experience playing 8th, but Air Cav is sort of my thing so I'll take a stab at it. From the perspective of list building there are a few things to consider in 8th. The first is to consider what units you want to use, so I'll explain my philosophy in context of my unit choices as an example. I'm going to go large scale. The First question to ask is how you want the list to work. Do you want to use precision deep strikes to take advantage of putting hotshots where they will do the most damage? Or are you wanting to go full on Col Kilgore and play Wagner as you fly Valks across the table? Or are you looking for a bit of both? I prefer the bit of both balanced approach so I'll show my thinking on that. So, I start by picking my troops. This will inform my HQ selections. I've been a huge fan of Stormies since 3rd edition, and I tended to think that 5th edition was their peak. 8th edition has given them a much needed boost, though I still think they could be better. I have 4 squads of Kasrkin that tend to make up the bulk of my troops. To this end, the list I built goes as such: (Generic AM to keep things simple) 2056 pts Brigade Detachment: HQ- 1 Company Commander, 2 Tempestor Prime (chainsword and Shouty Stick) - My reasoning here is to provide orders support and to fill out the FOC. Do not expect great things from officers, as with the real world, your troopers will do all of the work (I know a couple guys will be salty at this...) Troops- 4x MT Scion squads (10 guys total, 2 PG and vox), 3 Infantry Squads (GL, Vox, ML team) -Here's where the meat of the list is happening. You could customize the list a bit here, extra special weapons in the scion squads different special weapons and such. The big point is that these are the heavy lifters. This is where your high mobility hard hitters are. Deep strike the Scions in ahead to get those hotshots in close. Then Using the infantry squads in Valks and a vendetta you get the air assault element. Elites- 3x Officer of the fleet This is pretty explanitory. Use them to enhance your Flyer's shooting. Exactly what it says on the tin. Fast Attack - 3x Armored Sentinels (PC Chainsaw), use them as mobile weapons platform. Heavy Support- 2x HWS (Mortar), 1x HWS (Heavy Bolter) Fill out the FOC, and provide some fire suppport. Flyers - Vendetta (in an aux detachment), 2x Valkyries (HB sponsons, 2x Rocket pods, ML), 2x Vulture (twin punisher) Vendetta and Valks transport troops and provide fire support. Vultures do Air Support. The troops are most important part of the list. Unfortunately, this sort of list is going to be very glass hammer-y. Thanks for the helpfull tips just a question are all the storm trooper squads ten strong? When I built the list, yes. but as I said, the troops section you can tailor for your points level. Also, air cav is going to be a glass cannon. It's one of the reasons I got knights and also tanks. Also why I tend to build lists with a Raven Guard Vanguard, because contemptor dreads are just better than sentinels, and a Pure guard Air Cav list is going to wither under heavy fire and CC threats. The reason is, while infantry is strong this edition, the fliers and infantry which guard can bring to the fight lack the high strength characteristic and damage output to truly threaten the Daemon Engines, Monstrous Creatures, and Vehicles that other armies will bring to bear. It's actually a problem faced by airmobile forces in the real world. They require the support of heavy forces to be effective in a sustained fight. Azekai 1 Back to top Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4874653 Share on other sites More sharing options...
oldmanlee Posted September 1, 2017 Author Share Posted September 1, 2017 I'm going to a tournament this weekend with a seven flyer list, so hopefully I'll have plenty of feedback. Its certainly a wacky list, and I don't expect to win much (heck, imma be tabled!), but I want to stress test what flyers and flyer based lists can do. What's in your list if you don't mind posting it? Plus good luck Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4874657 Share on other sites More sharing options...
librisrouge Posted September 1, 2017 Share Posted September 1, 2017 (edited) I don't mind. Thanks for the well wishes. My basic plan is to go at them while OotF hide in cover and give me some wiggle room if bodies start dropping like flies. Vanguard Detachment (Astra Militarium/Catachan): HQ Company Commander Elt Command Squad -Plasmagun x4 Officer of the Fleet Officer of the Fleet Sergeant Harker Veteran Squad -Plasmagun x3 Flyer Arvus Lighter -Twin Heavy Stubber x2 Vanguard Detachment (Astra Militarium/Catachan): HQ Commissar Yarrick Elt Veteran Squad -Meltaguns x3 Veteran Squad -Meltaguns x3 Veteran Squad -Meltaguns x3 Flyer Valkyrie -Missile Pods x2 and Multilaser Air Wing Detachment (Aeronautica Imperialis) Vendetta -Twin Lascannon x3 Vendetta -Twin Lascannon x3 Vendetta -Twin Lascannon x3 Vulture -Twin Punisher Cannon Vulture -Twin Punisher Cannon Edited September 1, 2017 by librisrouge duz_ and oldmanlee 2 Back to top Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4874721 Share on other sites More sharing options...
Halfpint100 Posted September 1, 2017 Share Posted September 1, 2017 Intriguing...... Let us know how the games go! librisrouge 1 Back to top Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4874724 Share on other sites More sharing options...
duz_ Posted September 1, 2017 Share Posted September 1, 2017 Interesting! Somewhat 7th ed styled let us know how it goes. Don't forget pics! :D librisrouge 1 Back to top Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4874727 Share on other sites More sharing options...
oldmanlee Posted September 2, 2017 Author Share Posted September 2, 2017 I don't mind. Thanks for the well wishes. My basic plan is to go at them while OotF hide in cover and give me some wiggle room if bodies start dropping like flies. Vanguard Detachment (Astra Militarium/Catachan): HQ Company Commander Elt Command Squad -Plasmagun x4 Officer of the Fleet Officer of the Fleet Sergeant Harker Veteran Squad -Plasmagun x3 Flyer Arvus Lighter -Twin Heavy Stubber x2 Vanguard Detachment (Astra Militarium/Catachan): HQ Commissar Yarrick Elt Veteran Squad -Meltaguns x3 Veteran Squad -Meltaguns x3 Veteran Squad -Meltaguns x3 Flyer Valkyrie -Missile Pods x2 and Multilaser Air Wing Detachment (Aeronautica Imperialis) Vendetta -Twin Lascannon x3 Vendetta -Twin Lascannon x3 Vendetta -Twin Lascannon x3 Vulture -Twin Punisher Cannon Vulture -Twin Punisher Cannon That's an awsome list make sure to take lots of pictures and best of luck Link to comment https://bolterandchainsword.com/topic/338895-air-cav-tips/#findComment-4874924 Share on other sites More sharing options...
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