Editing
Warhammer 40,000/8th Edition Tactics/Imperial Guard
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Flyers=== *'''Valkyrie:''' The original badass of the skies can hold 12 {{W40Kkeyword|Astra Militarum Infantry}}; Ogryn count as 3 models. Any infantry with the {{W40Kkeyword|Astra Militarum}} keyword (and Inquisitorial models with the '''Authority of the Inquisition''' trait) count. Transports can hold multiple units now, so 3 Command Squads each with 4 meltaguns for 12 meltaguns at BS 3+ in one Valkyrie? Nice! Even better, Grav-Chute Deployment allows you to put anybody it can carry 9" away from the enemy...''after'' the Valkyrie's 20" minimum move. Can you say 'turn 1 charge with ogryns?' And to top it all off it has 2 MORE wounds than a Leman Russ tank (though 1 less toughness). Cue the music! **''Note:'' On the firepower side of things, hellstrike missiles are no longer one-use only (but you can fire only 1 per turn). In addition, the codex added the ''Roving Gunship'' rule, which adds 1 to hit rolls if you're in Hover mode. When standing still, you hit on 3s. Between the multilaser, rocket pods, and heavy bolters, that's a LOT of infantry mulching! Although infantry is about all the Valkyrie is decent at dealing with. While taking the Lascannon and Hellstrkies essentially turns you into a flying Vanquisher there are far better things your Valkyries should be doing - although swapping out the Multilaser for a Lascannon only costs 10 points, and gives you some anti-tank punch to go with your hosepipe of S5 Ap-1 shots. **''Note:'' The Grav-Chute deployment still only counts as a disembark from a transport, allowing you your normal movement afterwards with your 12 melta vets, or your 4 Bullgryn for that 3+ charge... Ogryn ''can'' fit in Valkyries. **''Note:'' As per FAQ 2019 <s>you can't move your models after the Grav-Chute deployment</s> you can't move your models in the same phase, so you can go for 9 inch charges, won't help your Meltas or scions though. Gone are the days where a first turn Bullgryn charge was as easy as pie. **''Note:'' The new FAQ just stated that you now must have 1 officer per Command squad; while not game breaking, this does mean that you need 3 officers per Valkyrie 3 CC squad combo. Something to keep in mind when you start getting tight on points. ======Forge World====== *'''Aquila Lander:''' Priced like a Valkyrie, but plays more like a Flying Drop Pod. Not as durable, armored, and only has a capacity of 7. It can but itself and cargo on deepstrike, landing a heavy weapons team and Commander close to the enemy on turn 2. *'''Arvus Lighter (FW Index: Astra Militarum):''' This thing went from completely useless to pretty useful. Like most of these flyers, it is pretty expensive at 115 points barebones, but thanks to advanced clown car physics you can somehow cram 12 models into it now (no Ogryns though). With T6 and 8 wounds it is more fragile than a chimera but it can fly and move 30"/20" when hovering. It also has the ability to regain a wound on a 6+ and has no characteristics modifiers. It can also deepstrike, so just put it behind some LoS blocking terrain and unload your flamer/melta/plasma squads on the next turn. It can also take one or two additional models in the same slot thanks to the squadron ability. It must be purely by coincidence that Forge World started producing this model again, and they were even kind enough to jack up the price a good bit. *'''Avenger Strike Fighter (FW Index: Astra Militarum):''' Brrrrrrrrttttt! With T7 and 14 wounds, the Avenger is pretty tough and will probably stay on the table a while. Comes stock with two lascannons, an 8 shot S6 AP-2 D1 bolt cannon, and an 8" heavy stubber that rerolls hits against FLY units. It can also take tactical bombs or a pair of the following: autocannons, hellfury missiles, hellstrike missiles, multi-lasers, or missile launchers. Like most of the Forge World flyer your de facto ballistic skill will be 4+ (3+ natively, but all of its weapons are heavy). As cool as the Avenger is, there are more point efficient flyers out there. *'''Lightning Strike Fighter:''' Hard hitting little thing that brings a ton of anti-tank for a reasonable cost. It comes stock with a twin lascannon and a long barrelled autocannon. In addition it can take tactical bombs or x4 hellfury missiles, x4 hellstrike missiles, x6 skystrike missiles, or it can remove its long barreled autocannon and take x6 hellstrike missiles. While the price of the hellstrike missile weapon profile (as opposed to hellstrike missiles) being fixed in CA2019, the lightning with x6 missiles and loss of its autocannon (mourned by no one...) is actually a point efficient tank killer! You can fit the Lightning with anti-air (could be good) or -infantry missiles (much worse than vultures), but being a tank killer is where the Lightning can now really shine. *'''Thunderbolt Heavy Fighter:''' The frame itself costs 5 points more than a lightning and for those 5 points you get 1 more wound and 6+ repair. Not huge additions, by any means, but quite good value for 5 points. This guy also carries more guns, 4 autocannons and two lascannons. Has slightly more restrictive payload options than the Lightning, though the only option you miss out on is anti-infantry missiles, so no-one cares. The Thinderbolt is suffering from the twin lascannons' and autocannons' point values not keeping pace with the CA2019 point values for the single version of those weapons. **Against multi-wound models, the anti-tank missiles are definitely better, doing more than twice the damage per shot with 2/3 the shot volume and 8/9 the points; even after accounting for the BS3->BS4 or BS4->BS5 penalty, the anti-tank missiles are going to be better in general against whatever flyers you are trying to bring down. Against single-wound models you should be fielding a Vulture instead. *'''Vendetta (FW Index: Astra Militarum):''' ''She's back, boys and girls!'' The premier tank-hunter of the galaxy is back, and she's ''pissed''. Carrying half a dozen lascannons and a nice, fat troop bay for 12 models (even keeping Grav-Chutes!) the Vendetta is a fine transport and gunship both. You pay a premium for her - you have to buy every one of those six lascannons - but it's worth it. God-Emperor, is it worth it. Keep in mind that Heavy Weapons impose a -1 penalty on a roll to hit if you moved, and you ''must'' move as a flyer unless in Hover mode. This means your beautiful (and expensive!) lascannons are fired with an Ork BS of 5. If you feel safe from assaults or you have already disembarked its cargo, go into Hover mode and unleash hell. Take the slap on the wrist; with the miracles it can pull in the field of transportation the lousy shooting is the only thing keeping this from being outright cheese. Alternately, keep the Vendetta as a scary bastard zipping around the board. It's expensive, but when you roll good, it's damn good. Or go Hover early, wipe something out, then zip around soaking fire for the rest of the game. Heavy bolters are fun to throw some extra dice out to keep attention on your Vendetta. *'''Vulture (FW Index: Astra Militarum):''' Sorry, did we say the Vendetta was a fine gunship? Well, okay, it is, but ''this'' is the exemplar of the role. A Valkyrie's statline with a tasty Strafing Run rule (+1 on roll to hit if target has no <Fly>) and 4 weapon pylons, carrying rocket pods, missiles, autocannons, multilasers and tactical bombs (a special one-time use ability that's great against units with lots of models and deals mortal wounds on a 5+)... yeah, okay, fine. We know why you're here. The ''Twin Punisher Cannon'', a Heavy '''''40''''' S5 dual-minigun man-muncher that will turn anything you point this bird at into paste. How it even manages to fly straight spitting so much dakka is a mystery. Scratch the paint and make sure it's not an Ork... **In terms of weapons, the Twin Punisher Cannon is better than every other weapon vs most units and is only worse than the Skystrike Missiles vs units that can FLY. Hunter-Killer Missiles are also almost always better, but are one use only; while Tactical Bombs are rather gimmicky. If for some reason you aren't taking the Punisher, the following loadouts are best for the following roles: ***'''Pure Anti-Tank:''' Twin Lascannon and Two Hellstrike Missiles ***'''Pure Anti-MEQ/TEQ:''' Twin Autocannon and Two Missile Pods or Four Missile Pods ***'''Pure Anti-GEQ:''' Twin Multi-Laser and Two Hellfury Missiles ***'''Mixed Anti-Tank and Anti-MEQ/TEQ:''' Twin Lascannon and Two Missile Pods ***'''Mixed Anti-Tank and Anti-GEQ:''' Twin Lascannon and Two Hellfury Missiles ***'''Mixed Anti-MEQ/TEQ and Anti-GEQ:''' Twin Autocannon and Two Hellfury Missiles or Two Missile Pods and Two Hellfury Missiles ***'''Anti-FLY:''' Take relevant loadout and swap the Hellfury/Hellstrike Missiles or Missile Pods for Skystrike Missiles.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information