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Warhammer 40,000/8th Edition Tactics/Imperial Guard
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=====Aeronautica Imperialis===== *'''Officer of the Fleet:''' Now slightly different. He can basically attempt to call in an air-strike on any non-character that he can see (so if there's terrain on the table try to get him up to high ground to give him a good vantage point) once per game doing up to 3 mortal wounds 50% of the time, he also grants friendly Astra Militarum/Aeronautica fliers re-rolls of 1 to-hit a single ground target within 18 inches of himself each turn. This air strike makes him somewhat useful even if you're not using flyers or reserves, though he is otherwise a 20 point 3 wound Guardsman armed only with a laspistol who must put himself in the front line to provide the buff. **'''Tactical Note:''' This is the only unit in the Codex that is both an Officer and lacks a Regiment (Aeronautica is specifically ''not'' a Regiment), which makes him uniquely suited to using the Dagger of Tu'Sakh; it allows him to outflank and bring non-regiment Infantry with him. Ogryns, Crusaders, Psykers; you spend your relic and he can do little other than calling in an airstrike once he takes the field, but for 20 points giving your dedicated melee troops a cheap outflank is absolutely wonderful. **'''For Elysian Drop Troops: ''' It is not a bad idea to warlord the ootf with the master of command warlord trait. He is an {{W40Kkeyword|Officer}} (and also has the {{W40Kkeyword|Elysian Drop Troops}} keyword because it replaces the {{W40Kkeyword|Aeronautica Imperialis}} one) and you can use inspired tactics stratagem to get him up to two orders for 1 CP. **'''New FAQ: ''' Now that the Dagger of Tu'Sakh is only available to officers, it is not a bad idea to give it to the ootf (he is an {{W40Kkeyword|Officer}}) because he can get any infantry unit (regardless of {{W40Kkeyword|<REGIMENT>}}) with him to deep strike almost anywhere on 2nd turn onward. That also helps your Flyers since they can zip around to get into position on the first turn and then drop to hover mode and annihilate a unit designated by the ootf (who will be in 18" range to use his ability since he deep struck on the spot you chose and has meat shields to keep him alive).
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