Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

Tactica: Imperial Navy.
Closed Thread
Old 26 Dec 2006, 01:24   #1 (permalink)
Ethereal
 
Join Date: Apr 2004
Location: On the Midnight Ocean
Posts: 26,404
Send a message via MSN to Wargamer
Default Tactica: Imperial Navy.

Whether the ground-based Guardsmen would like to admit it or not, having friends in high places is always a good thing... especially if that "high place" is 30,000ft up, sat in the cockpit of a Marauder Bomber with bomb-cradles full of ordnance and a nice, big bullseye painted on the enemy command bunker.

Though not often scene, one should never underestimate the power of a Flyer. The Imperial Navy can, with the deployment of but a single Lightning, turn your entire offensive from a disasterous meat-grinder to a heroic victory. My aim today is to tell you how.


[size=14pt]The Golden Rules of the Navy[/size]

The following should be remembered by anyone who seeks to employ the wrath of the Navy upon the enemy. Ignore these words at your peril;

Flak is Death: Flak is bad news for Flyers, really bad news! Your average anti-aircraft gun with shred anything short of a Super-Heavy in seconds, so unless the local Astartes Chapter is dropping a Thunderhawk in on the enemy, you must keep your Fliers out of range. Unfortunately, this usually means they simply cannot engage at all.
The solution, therefore, is to tell your ground troops to get the lead out! If your enemy has Flak, blow it up! The Guard have more than enough big guns to deal with anti-aircraft weapons, which are usually not very well armoured (unless your opponent is bringing a modified Inquisitorial Land-Raider...).

Arrogance is Fatal: It is easy to think that, being so high up and moving so fast, the little ground troops can't hurt you. This is a big mistake, one that will almost certainly get you killed.
Flyers can draw a lot of fire safely, what with only being hit on 6s by non-AA weapons, but as most of them only have AV10, they can be shot down by many side-arms. For this reason, putting them in range of the entire enemy army is really not smart. Drawing fire on the last few turns to claim and objective might be a good move, but recklessly hurtling over dug in enemies and putting yourself in harms way for no reason is just plain foolish. Remember; just because you can come on from the enemy's board edge doesn't mean you must do it! A head-on attack can often do just as much damage as a fly-by from the back.

Stand Together, Fall Alone:
Ultimately, your Flyer must act as part of a larger army. Guard Infantry and Tanks should seek to tie up anything with a high rate of fire, thus reducing the number of hits your Flyer takes. Due to their incredible speed, Flyers are great for exploiting weakpoints and tactical errors, allowing you to redeploy heavy weapons from anywhere to anywhere else on the board, but unless you do it in a manner that compliments your ground-war, you're never going to achieve anything. With this in mind, your Flyers should always attack targets of priority that your ground forces either failed to destroy themselves, or are not currently in a position to engage with strength.


[size=14pt]Tactical Roles of Flyers[/size]

Depending on how your Flyer is equipped, it can potentially fill a number of roles. Some, such as the Lightning, work best at a single role, whilst others like the Vulture are extremely flexible. Thus, each role your Flyer can take will be concluded with sample craft to perform this chosen duty.

Tank-Hunter: By far the best role for the Navy is tank-hunting. Few Flyers pack sufficent weight of fire to really threaten enemy infantry, instead preferring to pour fire into a single target.
With their incredible speed and unmatched flexibility, a Flyer can easily line up an attack run against the flank or rear of a tank, thus giving itself a juicy shot at weaker armour, or forcing the tank to turn and leave itself more exposed to the ground-troops. Indeed, so affective is the mere threat of an airstrike that enemy commanders may well give up tactically viable positions in order to try and cover their tanks against both air and ground assault, thus preventing the vehicle from being used to its full extent.
Lightning Configurations: Due to the few options available, limited solely to Hellstrikes, the Lightning is really only configured for this role. With a Twin-Linked Lascannon, a long-barrelled Autocannon or two Hellstrikes, and up to four additional Hellstrikes, a Lightning is a seriously scary prospect, especially when it comes in from behind!
Thunderbolt Configurations: Packing a Twin-Linked Lascannon and two Twin-Linked Autocannons in one brutal nose-mount, a Thunderbolt will chew its way through even the heaviest tanks given time. Adding Hellstrike Missiles are sure to speed up the job!
Vulture Configurations: With such a wide range of guns available, the Vulture has no trouble taking out enemy tanks. Equipped with a Twin-Linked Lascannon or Twin-Linked Missile Launcher, accompanied by either two or six Hellstrike Missiles, a Vulture can carry enough firepower to blow apart an entire Company of tanks!
Valkyrie Configurations: Though more of a transport vehicle, the Valkyrie can be equipped with a Lascannon and a pair of Hellstrikes, allowing it to engage enemy Armour in a limited capacity.

Meatgrinder: Blowing up Infantry isn't really a strong point for most Flyers; as a rule, blowing up hordes of footsloggers is best left to Marauder Bombers, which are simply too expensive for most games.
However, it is far from impossible. The Vulture Gunship especially can be equipped to deal heavy causalties to enemy infantry, and the Thunderbolt's impressive face full of fire will leave bloody ruin wherever it passes when pointed at anyone not wearing Power Armour... and if they are wearing Power Armour, you'll probably drop a couple as well!
When engaging Infantry, a Flyer must choose its target well. As Infantry squads cannot be wiped out in just one hit like a Tank can, it is best to either target small squads, or to soften up larger formations in preparation for an old-fashioned Imperial Guard cannonade. By picking their attack-angle carefully, a Flyer can potentially ignore Cover, thus rooting out a tricky-to-shift squad, or bring the wrath of the God-Emperor to units set far back in the enemy lines, typically sporting Heavy Weapons.
If all else fails, make a sweep across open ground and shoot the hell out of anything stupid enough to break cover! Such tactics are sure to make the enemy think twice before assaulting the Guard lines.
Lightning Configurations: Realistically, the Lightning should not be attacking Infantry; it simply lacks the weight of shots! That said, loading her up with Hellstrikes and sending her screaming down at Necron Destroyers or Space Marine Devastators may well put a big dent in your enemy's ability to bring big guns to bear on the ground forces.
Thunderbolt Configurations: With its plentiful nose-guns, the Thunderbolt does fairly well against small, well-equipped units. Adding Bombs will help flatten light infantry, though given its arsenal you may well decide to buy Hellstrikes, and redecorate the countryside with the burnt remains of a few Chaos Havocs, or Tau Battlesuits.
Vulture Configurations: The Vulture packs seriously heavy firepower for its size, making it perfect for tearing up enemy infantry. Multiple Rocket Pods shred light infantry, and a single well-placed Heavy Bomb can wipe out an entire squad of Eldar Aspect Warriors, or Tau Firewarriors. Finally, bringing along a Twin-Linked Multilaser or Twin-Linked Autocannon will ensure you have more than enough shots to make the enemy infantry get down and stay down!
Valkyrie: The Multilaser is a good all-round weapon, allowing it to add a little supporting fire against enemy infantry, and the twin Heavy Bolters can chew through large squads. Multiple Rocket Pods will also help here, especially if the carried squad is kitted out for anti-infantry as well. Overall, the Valkyrie is well-equipped to engage light infantry.

Hunter-Killers: Nothing ruins your day quite like a mob of Ork Speed Freaks racing around your flank and lining up to gut your army. Nothing ruins a Speed Freak's day like the vengeful Imperial Navy diving out of the skies and unleashing hell!
Able to outrun anything in your opponent's army is a rare gift indeed, especially for a Guardsman! However, the Navy provide this ability, and using it to cover your back is a good move indeed. By keeping well back, flying over friendly troops and sniping at any enemy that gets too close, your Flyers can keep themselves free of the worst of enemy attack, and counter-attack against any charge. This works particularly well when your opponent relies upon speed and agility to win him the game; your Flyers can line up the perfect counter-attack and engage each turn wherever their firepower is most needed.
Configurations: Rather than going into specifics, I feel a general overview is best here.
Any Flyer equipped for Hunter-Killer operations must be able to engage anything. After all, fast-moving flankers can range from anything to a squad of Swooping Hawks that have landed on your rear flank to a Land Raider full of Terminators. As such, your Flyer should be equipped with one of three schools of thought in mind; either the Flyer is equipped to take on as wide a variety of targets as possible, it is kitted out to engage whatever you think is most likely to attack, or you give it a payload to kill whatever your ground troops will struggle with.
The last key point here is not to put faith solely in the Flyer; you will like as not need ground troops to finish the job!

Transport: The Transport role is filled exclusively by the Valkyrie. With the transport capacity of a Chimera, the Valkyrie can get its cargo anywhere on the battlefield, literally! What's more, it can be equipped with a variety of weapons, ensuring good cover-fire for the deployed soldiers, and its VToL mode means that it is a tricky target to kill. The Valkyrie, and its sister-gunship the Vulture, also have better AV than most Flyers, helping them shrug off all but the most powerful small arms. Short of dropping them on a Heavy Weapon position, or a Tau Firewarrior squad, these babies should be fine.
Valkyrie Configurations: Multiple Rocket Pods are a great choice for a Valkyrie whose squad is expected to assault infantry positions, whilst a Lascannon and/or Hellstrike Missiles can clear away enemy Armour. Overall, however, the Valkyrie is best equipped to engage enemy infantry, so it's probably a good idea to let it focus on that.


Hopefully, this has given you some ideas on how to field your Flyers, or even convinced you to bring out one of these magnificent winged engines of death. Whatever Flyer you bring forth, and whatever role it plays, take comfort in the fact that the Navy watches over your proud tanks and valiant infantry.

Plus, if all else fails, the Navy can always bomb the enemy from orbit...
__________________
Farewell, Kangaroo Joe, you shall not be forgotten.

Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
Wargamer is offline  
Old 26 Dec 2006, 02:14   #2 (permalink)
Shas'O
 
Join Date: Aug 2006
Posts: 9,460
Default Re: Tactica: Imperial Navy.

Very good! I smell Karma cookies. As a side note, though, where are the rules for these fliers (I assume a IA book, which one though? Or are the imperial guard in IA1, SM+Inquisitor in IA2, Tau in IA3 etc...), specifically ones that are free for those of us that might be going up against these things wihtout buying the IA something or other book?
GeekyGator is offline  
Old 26 Dec 2006, 12:58   #3 (permalink)
Shas'O
 
Join Date: Jan 2006
Location: Hertford, UK
Posts: 5,086
Default Re: Tactica: Imperial Navy.

Excellent, Wargamer! I'm working on an Elysian army at the moment and so Vultures and Valkyries will be plentiful. I disagree with you regarding the usefulness of rocket pods (given their cost), but the rest is very helpful. You might want to factor in the 'Death from the skies' rules from IA vol 3 though, as they make Hellstrikes very different to the humble hunter-killer. Bombs and heavy bombs have had somewhat of an overhaul too.

Thanks for your advice!

P.S. - You'll need IA vol 1 for the basic rules for Imperial fliers, GeekyGator.
__________________
Quote:
Originally Posted by Colonel_Sanders
When all was finished, the battlefield was a smoking crater. UDC, Valoran, US Army, Tau, the Nazis, a random pirate ship, and a bunch of ninjas, all were enemies to the Vulture. All were turned into scrap metal. Or plastic. Depends which game system you play.
Tom Norman is offline  
Old 26 Dec 2006, 13:10   #4 (permalink)
Shas'El
 
Join Date: Apr 2005
Location: Australia
Posts: 3,253
Send a message via MSN to Aun’o Tash’var Shin’jin
Default Re: Tactica: Imperial Navy.

Please remember Wargamer, the Valkyrie has 2 more Heavy Bolters... making it an awesome opponant against light infantry... 6 heavy bolter shots, 3 multi laser shots, and rocket pods... thats a whole lot of hurt to an Ork Mob, Gaunt Squad, Guardsmen, Guardians or anything else 5+ armour save (or 4+ for that matter)
__________________
Quote:
Originally Posted by Aloh´Ta
Edit by FT: Corrected your grammar and made it easier to read.
Eidt by JD: I dunno how you managed to read it after the changes FT
Edit by AC: JD you've spelt edit incorrectly...
Edit by WG: I just wanted to be part of the moment. :P
Aun’o Tash’var Shin’jin is offline  
Old 26 Dec 2006, 13:21   #5 (permalink)
Ethereal
 
Join Date: Apr 2004
Location: On the Midnight Ocean
Posts: 26,404
Send a message via MSN to Wargamer
Default Re: Tactica: Imperial Navy.

I don't have IAvol3 (yet...), and as for the Valkyrie's Heavy Bolters... d'oh! No idea why, I just sort of forgot about them! I think it's because I have a really old "experimental" ruleset on hand, where the Heavy Bolters are optional.

I'll do some correcting.
__________________
Farewell, Kangaroo Joe, you shall not be forgotten.

Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
Wargamer is offline  
Old 26 Dec 2006, 13:22   #6 (permalink)
Shas'O
 
Join Date: Jan 2006
Location: Hertford, UK
Posts: 5,086
Default Re: Tactica: Imperial Navy.

I've not put a Valkyrie together yet. Judging by the model, how do you think the Heavy Bolters work in game terms? Would you say they have 90 degree fire arcs out from the sides of the aircraft, or do you think they're like sponsons on tanks (ie. 180 degree fire arcs)? Unless they're treated as sponsons, their usefulness would be greatly reduced. :-\
__________________
Quote:
Originally Posted by Colonel_Sanders
When all was finished, the battlefield was a smoking crater. UDC, Valoran, US Army, Tau, the Nazis, a random pirate ship, and a bunch of ninjas, all were enemies to the Vulture. All were turned into scrap metal. Or plastic. Depends which game system you play.
Tom Norman is offline  
Old 26 Dec 2006, 13:27   #7 (permalink)
Ethereal
 
Join Date: Apr 2004
Location: On the Midnight Ocean
Posts: 26,404
Send a message via MSN to Wargamer
Default Re: Tactica: Imperial Navy.

Tricky... I'd probably say 180[sup]o[/sup] fire arc myself.
__________________
Farewell, Kangaroo Joe, you shall not be forgotten.

Quote:
Originally Posted by Tom Norman
"Wargamer is never wrong, Frodo Baggins; he knows precisely the rules he means to."
Wargamer is offline  
Old 26 Dec 2006, 14:34   #8 (permalink)
Shas'O
 
Join Date: Aug 2006
Posts: 9,460
Default Re: Tactica: Imperial Navy.

Shouldn't it have that in the stats for the model in IA1 or something?


So basic rules in IA1, updated/advanced in IA3, vechicals in each IA book by race? Sounds very good, especially since IA1 and IA3 were the two I was seriously considering buying.
GeekyGator is offline  
Old 26 Dec 2006, 15:01   #9 (permalink)
Shas'O
 
Join Date: Jan 2006
Location: Hertford, UK
Posts: 5,086
Default Re: Tactica: Imperial Navy.

Quote:
Originally Posted by Shas'Vre GeekyGator
Shouldn't it have that in the stats for the model in IA1 or something?


So basic rules in IA1, updated/advanced in IA3, vechicals in each IA book by race? Sounds very good, especially since IA1 and IA3 were the two I was seriously considering buying.
You'll find there are many grey areas in the Imperial Armour books and many omissions. Despite that (and the innumerable typos and spelling errors that started to appear in IA vol 3), they're a fantastic read and the pictures are great! My favourite is still IA1.

Imperial Armour volume 1 covers the main Imperial Navy aircraft, while the other books make references to them in army lists and such (the Arvus lighter can be found in Vol. 4, or you can download it). The flyer and Super-Heavy flyer rules can be found in all Imperial Armour volumes and I think you can also download them from Forge World. Obviously, the newer the better as the rules changed ever so slightly with Imperial Armour volume 3. The Taros campaign (IA3) is also currently the only place you'll find the 'Death from the skies rules'.
__________________
Quote:
Originally Posted by Colonel_Sanders
When all was finished, the battlefield was a smoking crater. UDC, Valoran, US Army, Tau, the Nazis, a random pirate ship, and a bunch of ninjas, all were enemies to the Vulture. All were turned into scrap metal. Or plastic. Depends which game system you play.
Tom Norman is offline  
Old 27 Dec 2006, 00:18   #10 (permalink)
Shas'O
 
Join Date: Oct 2004
Location: NSW Australia
Posts: 8,901
Send a message via MSN to Jeff Send a message via Yahoo to Jeff
Default Re: Tactica: Imperial Navy.

this will be heading into the tactica of course?

only a couple more articles to go and we can send it to mal for formatting.
__________________
Jeff is offline  
Closed Thread

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Imperial Navy trogdor16 40K Universe 12 23 May 2010 09:09
Imperial Navy vs Tau CPF horizon Other GW Games 4 23 Oct 2009 18:14
DIY Imperial Navy Shas O Dalyth Montau Imperial Guard 5 18 Dec 2006 14:54
Imperial Navy Aun’o Tash’var Shin’jin Imperial Guard 7 25 Jul 2005 20:22
Imperial Navy -Unforgiven- Imperial Guard 3 08 Mar 2005 10:18