Editing
Warhammer 40,000/Tactics/Imperial Agents
(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!
==Aeronautica Imperialis== [[File:IA AI.jpg|300px|right|thumb|]]A good faction to ally in wherever you need a little extra air support or transport with no strings attached, Aeronautica Imperialis also has the added benefit of being the only faction that bypasses the usual restriction on embarking allies. Thanks to the most recent FAQ, "Transports from this Faction can transport Imperial Guard, Militarum Tempestus and Inquisition units as if they were all of the same Faction." ===Special Rules=== *'''Navy Orders:''' The one and only reason you are taking an Officer of the Fleet. About 50% of the time he'll help your reserves get in (two of them makes it a practical guarantee) and with Air Superiority you have no excuse for failing reserve rolls. ::He can also hinder the enemy's reserve rolls, handy if your opponent is big on Outflanking/Deep-striking/fliers. *'''Grav-chute Insertion:''' A rule that allows Valkyries to disgorge passengers without hovering. It's pretty sweet, even with the risky results as it helps your Valkyrie stay alive, and sometimes one or two deaths were worth taking the objective. ===Armoury=== ====Ranged Weapons==== *'''Laspistol:''' You will take this because there's no point in keeping your CCW over it. Besides that, it's the only ranged weapon you have, and it sucks. *'''Frag Grenades:''' If you're taking an Officer of the Fleet then these could come in handy to help certain squads who don't have them to charge through cover. *'''Multi-laser:''' S6, three shots at a great range. What's not to love? *'''Hellstrike Missiles:''' Hunter-Killer Missiles under a different name, and with the Ordnance type so that they're better for helping Valkyries knock enemy aircraft out of the sky. *'''Multiple Rocket Pod:''' Super frag missiles, using a Large Blast instead of a small one. Great for hordes. *'''Lascannon:''' The same anti-vehicle laser everyone knows and loves. S9 AP2 at huge range and on a very mobile platform. *'''Heavy Bolters:''' If you took the Multiple Rocket Pods for horde clearing, you might as well double down with these guns too. They don't cost too much, and put out a respectable amount of [[dakka]]. ====Melee Weapons==== *'''Close Combat Weapon:''' As mentioned above, you'll never use this as there's no point. ====Special Wargear==== *'''Refractor Field:''' Don't. It's half as expensive as the Officer who wears it and it won't save his life more often than it will, just get another Officer. *'''Digital Weapons:''' A complete waste on Officers. Don't bother. ====Vehicle Equipment==== *'''Extra Armour:'''' Comes standard so that your birds are never stunlocked. *'''Searchlight:''' Also standard in case you're terrified of 6+ cover saves on Turn 1 only. ===Detachment=== '''Imperial Navy Section:''' *Requires: **1 Fast Attack **0-1 HQ *'''Air Superiority:''' You may re-roll Reserve rolls for this detachment. Combined with a fleet officer, your air support is pretty much assured to arrive turn two. *Must be of the Aeronautica Imperialis faction. '''Air Superiority Detachment:''' Just about everyone has access to this Detachment, but it bears special mention here. *Requires: **1-3 Flyer Wings (For the Imperial Navy, each wing will be 2-4 Valkyries). *Benefits: **'''Air Commander''' ***Pick a Wing Leader from this Detachment to be its commander. If the commander is in Reserve, you can re-roll the dice in the Interception sub-phase. If you have Air Superiority and the commander is in Reserve, you can add or subtract 2 from your Reserve Rolls, rather than 1, and your opponent must subtract 2 from their Reserve Rolls. **'''Combined Formation''' ***You can roll once for all of the Wings in this Detachment to see if they arrive from Reserve. If the roll is successful they all arrive. If it fails none of them do. You can roll individually for each Wing if you prefer. **'''Objective Secured''' ***All Transports from this Detachment which can Hover have the Objective Secured rule. A unit with this special rule which is Hovering controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy also has this special rule. That Objective Secured is the reason for the special mention, particularly since your Naval Valkyries can carry Inquisition, Imperial Guard, and Storm Trooper faction units freely - a compelling reason to ally these guys in. If you do, this is bound to come up, so remember, this is how Flyer Wings deploy: *"[...] when they deploy, each Flyer in the Wing must be set up within 4" of at least one other model from the Flyer Wing, following the rules for Vehicle Squadron coherency described in Warhammer 40,000: The Rules." And the wording on a Skyshield Landing Pad is: *"When deploying your army, you can deploy one of your Flyers with the Hover type on top of each of your Skyshield Landing Pads, even though Flyers normally have to start the game in Reserve." So, per Flyer Wings, you ''must'' deploy the two fliers near each other, but per Skyshield Landing Pad, you ''can'' deploy one of them on the Pad rather than starting it in Reserve. As there is currently no FAQ entry, [[skub|discuss with your opponent]] whether: *A) As the Pad lets you deploy one Wing member, the others are dragged along by the Pad's special rule, and deploy within 4" of the first Flyer. **''or'' *B) As the Pad only lets you deploy one Wing member, but the entire Wing must be deployed or not at all, the Wing overrides the Pad, and you cannot deploy any Wing members onto the Pad. ===Unit Analysis=== ====HQ==== *'''Officer of the Fleet:''' The Officer must pass a command test to either give you a +1 to your reserves or force a -1 on enemy reserve rolls, seriously jeopardizing their [[Just_As_Planned|well-thought schemes]]. However, he won't stop drop pods, his Ld is 7 (giving a 58% of his shit even working), and if the enemy doesn't reserve anything you've bought an expensive meat shield. So a bit more random, at that Leadership it's a bit of a risky gamble, and forces you to choose buff or bane. In combat, the Officer is as good as dead - use him as another warm body to stop a shot for your commander in the back of the squad. To boost his price up to equaling a powerfist, you can give him a refractor field for a slight boost in his chances of survival, though you might as well skip it since he'll be more survivable and cheaper just by hiding somewhere in the back (he also only needs to be on the board to use his abilities). Unlike his Imperial Guard counterpart, he's an independent character so you can use him to eat challenges that your real HQs find distasteful. He is also a massive fuck you towards Daemons players. **In summary: he's great for or against reserve-heavy armies, otherwise mediocre. There's also the Valkyrie paywall you have to consider. ====Fast Attack==== *'''Valkyries:''' (Attack Flyer) Goddamnit, why don't you have one? Valkyrie seems like a relatively expensive flying Chimera, but it is well worth it. It has BY DEFAULT Extra Armor in its profile, which means the bad bitch can never be stunlocked. If you keep your Valkyries zooming around the table, it's rare for them to die, keep them alive to support your armor with a hard-hitting blast from its Multiple Rocket Pods. :Valkyries eat infantry and shit brass and work best carrying a squad in, deep-striking the squad in the most annoying place possible, and then flying off to rain hell on the enemy. It doesn't necessarily matter what this squad is, maybe some Sisters if you make them a part of the Inquisition thanks to the Inquisition's formation, maybe some Inquisition Henchmen, it could even start on the board if you have a Skyshield Landing Pad and be used to transport an Assassin to a better location if you feel like it. :It should be noted that there are other units in Imperial Armies that can handle AA better, as well as Infantry better, however Valkyries are good at covering both bases well enough that if your current army's lacking a great way of dealing with either, then you likely won't be disappointed by the flyer, on top of it being a decent transport.
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