Curiosity finally got the better of me and I decided to purchase
Imperial Armour: Aeronautica from forge world.
I just wanted to see what they did with their vast number of flyers and
ant-aircraft vehicles. With the introduction of the flyers to regular game of
40k, and the current lack of anti-air units I though it could be quite
interesting.
And I wasn’t disappointed at all. Looking over it, of course you get a
majority of imperial units split among the verity of factions, space marines,
imperial guard etc... And each of the xenos races gets a handful of rules. Well
it is called imperial armour after all, so what do you expect? Now in this book
you get a lot of rules, some good, some bad, but over all very fluffy if
nothing else. Now if you have read any of my reports, I'm not a good player,
and I can’t seem to know what’s considered competitive or not, so all of my
views should be taken lightly as I could be totally off. Also I haven’t played
with any of the units so it’s pure theory.
This wont be a fully comprehensive review of every unit, I will just
mention the best, worst and my favourite unit (if it doesn’t appear) for each
race/section. So with out any more rambling here is the review.
Oh! One more thing... they are added some new rules for each flyer
which are quite interesting if nothing else fluffy.
·
Agile: increases jink save but +1
·
Auto-targeting: weapons Ignore jink save
·
Air-to-air: weapon can only target flyers and
fast skimmers
·
Heat seeker: re-roll to hit against flyers and
fast skimmers
·
Repair: can fix locked velocity on a 6
Mainly just colourful rules which could affect the game, but I don’t
think it would change anything amazingly. But I do love a bit of fluffy rules.
Imperial Navy
Best unit – Thunderbolt Fighter
It’s a bit of a pricy model, 180 points for a AV 11, 2 HP flyer. For
that tag though you do get a twin-linked lascannon, two-twin linked autocannons
and a lot of options for bombs and missiles. You probably think it’s too
expensive, and I though that at first but it can deep strike and have agile so
can appear anywhere you want and blow open a threatening flyer, tank, or just
piss off some infantry. I do think it’s a very situational model, but damn, if
it doesn’t do it well. It will wreck an enemy flyer if it sets it slights on
it. If you equip it right it can take on anything. And that’s why I think it’s
awesome.
Worst unit – Aquila Lander
Now this was hard choice as there are a few options for this place but
the lander got it. Its a transport flyer with supersonic, now that might be a
mistake on their part but its published so until an errata is released... its
110 for a heavy bolter, its expensive and doesn’t do the job it was intended to
do.
Favourite – Marauder bomber
Its an apocalypse only model that I just love, AV 11, 3 SP, a 12 bomb
carrying air craft. I don’t care about its stats, it can bomb the crap out of
anything with 12 of them, don’t care if you have a 2+ save, that many wounds
will make you fail. Or you can swap them for an inferno bomb (hell storm
template) which is ap 3... Always fun.
Imperial Guard
Little note, they only have anti-air as the flyers belong to the navy.
Best unit – Hydra support weapons platform
50 points for an av 10, 3 hp immobile vehicle with auto-targeting, and
two twin-linked hydra autocannons. Its just so cheap, and you can have 3
platforms. So 150 points for some very cheap, very powerful anti-air guns. Now you need an army to support this but I
think its very much worth the points value.
Worst unit – Praetor armoured assault launcher
This is an odd one, Its an apocalypse only vehicle with front armour
14 and 2 SP worth 400 points (apparently). Now that’s a rather resistant tank,
so it should have a lot of fire power right? Kinda... Its gun its str 8 heavy
2, sky fire, interceptor. It also has some heavy bolters in it, but who cares
about them. I just can’t justify the points cost for that it does. It just
doesn’t appeal to me on any level.
Space Marines
Best unit – Hyperios Air
defence
This is the second defence platform on my list, its just so cheap for
what it does. This one counts as artillery this time, not a vehicle, so it’s T6
with 2 W for 35 points. Its only BS 3 but the hyperios missile launcher has
heat seeker, so its got a good chance of hitting and with it being STR 8 it can
attempt to damage most flyers. I know its not very fancy or impressive, but for
how cheap it is its hard pressed to complain about. Its a fast attack choice as
well this unit so it doesn’t have THAT much competition in a space marine army.
I just think its really good for what it is.
Worst unit – Land speeder tempest
I just don’t like this land speeder, it just seems like a very
expensive, less effective typhoon land speeder. The only reason it is in this
book it because it can act as a flyer for a turn but can’t fire any of its
weapons. Its 110 points for a land speeder... it just doesn’t appeal to me at
all. I just don’t get why it’s so expensive.
Favourite unit – Land raider Helios
It makes no sense, it has no defined battle field role, it is overly
expensive, but I just can’t help but love the land raider. Its 280 points for a
standard land raider with out the heavy bolter, no multi-melta option and a
hyperios missile launcher on top. The only thing I can see to do with this land
raider is to use power of the machine spirit to fire the missile launcher while
you go tank hunting with the lascannons. It makes no sense to me but I just
love the idea and the model.
Orks
Best unit – Flakk Trakk
An anti-air trakk with armour 12 and 3 HP for 90 points, but there is
an issue with it... it appears that forge world forgot to add the flakka-gunz
to its wargear section as right now it only has two big shootas. It’s called a
flakk trakk, the pictures all have one on it and its rules suggest it has one,
it just isn’t there. So I'm going to pretend they didn’t make a mistake (for the
price they shouldn’t have done it). It has a rule called GO,GO,GO! While allows
it to go flat out and still fire at flyers. So assuming it has the flakka-gun that’s
an assault 4, str 7 skyfire gun. Not bad for orks when you consider it. I think
it’s a real bargain for what it can do to a flyer trying to escape.
Worst unit – Attak fighta
Compared to the codex flyers the attack fighta just doesn’t cut it.
Its cheap for a flyer, only 95 points, but with 2 big shootas its not going to
do anything to any one. I just cant see it being useful that much of the time.
The only benefit to it is that you can have 3 in a unit. But it just doesn’t make
it count for much, I would much rather have a dakka jet.
Eldar
Best unit – Nightwing
Interceptor
This little beauty is possibly over powered. Its very weak, AV 10, 2
HP but if it doesn’t want to be hit, you better believe it wont be. With
shrouded it gets a 5+ cover save regardless, add in agile, and evading shots,
that’s a ridicules 2+ cover save. It’s terribly resilient if it wants to be and
fast, with supersonic and vector dancer. It’s also got good war gear as well,
two bright lances and two shuriken cannons. I just love this little flyer and
can do some real damage if it wants to. 145 points... its a real bargain.
Worst unit - Fire Storm
This is the eldar anti-air but its just not great at it. Its got 6
shots at str 6 which provided you play against forge world flyers is fine, but
lets be honest, you wont be, you will be against codex flyers so that probably
means av 12. This tank will not cut it in that environment and for 180 points,
its just not good as what it can do. I love my eldar, but I cant say this is
great.
Tyranids
Only unit – Harridan
As tyranids don’t have many forge world models this isn’t that
surprising, but I would have expected some fancy flying hive tyrant. But I
guess that covered in the main codex. The harridan is treated like a super
heavy flyer with hover mode. Its an odd idea but I like it, the flying
monstrous creature rules are ok but they do have some of flaws (grounding test
from shooting whether it wounds or not) which this negates. So it can fly
faster but loses out on vector strike. Its a T8 W8 monster so its got reasonable
resistance and a 3+ save so should make most shots bounce off it that hit it.
It can also shoot 12 STR 10 shots at BS 3 (so an average of 6 hits) which could
wreck a tank a turn. It should theoretically be able to sky fire as it is
attacked like a flyer etc... Which I take means it attacks like a flyer as
well. So why not? It can also transport 20 gargoyles which isn’t bad, it’s a
bit odd, fluffy and fun. The price tag of this beast? 900 points, which seams
very high to me, considering what it can do. I would have to test it out to
see. But I think it’s... OK, high points, but possible high reward.
Tau empire
The Tau units aren’t great, I’m not a tau player and looking at the
units I don’t quite get what they are men tot be doing. I’m not a fan of any of
them so I'm going to leave the tau out of this. They are all expensive with
little fire power which surprised me as I though tau where all about the fire
power. Apparently not say forge world.
Favourite unit – Manta
Just for the hell of it, 2000 points for a massive flyer, 10 SP and as
many guns as an army. It can hold an army inside it itself so could be fun. It’s
just an amazing idea, and I have no idea if it’s worth the points or not, its
just amusing.
Necrons
Only unit – Gauss Pylon
So the Pylon makes its way back into another book. This time with
skyfire for its focused beam, for those of you who haven’t read about it
before, its heavy 3 STR D... now with skyfire and interceptor. 420 points, AV
14 SP 2, its resilient and it will down that ever you want it to. It’s good at
what it does, and what it does it kill tanks. If you play necrons, get one of
these and you will never have a problem with flyers ever again... to be fair if
you play necrons and you have a problem with flyers something it wrong. So
maybe this isn’t best used as an anti-air unit.
Dark eldar
Only unit – Raven strike fighter
205 points for an AV 10, 2 Hp flyer, with more special rules than you
really need. Deep strike, night vision, vector dancer, supersonic, strafing run
and its own little one, sky assassin, which lets it re-roll the scatter if it
deep strikes next to an enemy flyer. Its armaments are a splinterstorm cannon,
heavy 10 poison, and a twin linked dark lance. Personally I think it’s
expensive for what it is, it’s a fast flyer which doesn’t have the armaments to
deal with any real flying threats. It’s not a great flyer, I would rather just
stick with the two already in the codex. Thanks forge world but no thanks.
Chaos
Best unit – Hell blade
There aren’t many units for chaos in this book but they seem to be
reasonable. But the hell blade just makes it into the front. Its 115 points for
a speedy, agile flyer with two reaper autocannons which could do some damage to
other flyers and infantry alike. Its reasonably priced and can do damage. Its
good.
Worst unit – DreadClaw
It’s a drop pod, its not a drop pod, its a flyer, its a mess. It’s
cheap, it lets you deep strike in a dreadnaught or a squad of chaos marines but
I just don’t like it. The only benefit is it’s an assault vehicle. The mainly
problems I have are its a fast attack choice, not a dedicated transport, it has
no guns, not even a combi-bolter and it can mishap, no rules to prevent it from
scattering like a marine drop pod. It just doesn’t seem to do what its meant to
be doing. Just not for me.
Favourite unit – Blight drone
Its now a flyer... what’s not to love? The little av 12, 2 hp drone is
expensive for 125 points but I don’t care, I would love to add a unit of 3 to
any army. Then have a large blast with ap 3, and a reaper auto-cannon. I just
love everything about this little guy.
Well that’s all of the units that I like or don’t like for each army.
But that’s not all you get from the book, it also has some nice fluff about a
campaign that you can play if you happen to have more money than sense and
happen to have an army full of flyers. It comes with 6 additional missions to
play in your campaign to help flesh out the flyer part of the game. They mainly
revolve around flyers dog fighting over seas of attacking a convoy. If you
played out the campaign properly you would defiantly want to play them out. And
of course they expand the flyer rules a little bit for the campaign by adding
flyer experience, which gives additional rules like vector dancer, or lets them
gain tank hunters when firing single weapons. It’s just a little addition over
a few pages but I think its quite a cool little addition if you where playing
the campaign properly.
So over all I would consider this book a very interesting read even if
you just want to look at some pretty pictures of flyers. The layout is good,
the additions are generally well though out apart from a couple (a few too
many) rules issues or bit missing. And if you are rich, maybe you would want to
buy more flyers than you really should and invite me over for a game or two
from the campaign. If I could, I would buy a fair few of the flyers, as the
rules are really cool. Over all I would say a good buy.
I am curious, how can the Chaos Dreadclaw be the worst unit if it comes in as a Drop Pod from which a unit may assault? Sounds like the best possible dream come true!
ReplyDeleteIf i could take it as a dedicated transport maybe it wouldn't be so bad, but its a slot on its own. Especially now you have better things to put in that slot, such as the heldrake or some nurgle bikes.
DeleteI grant you that the assault vehicle is nice, its only redeeming factor, but the passengers can't assault the turn they arrive unfortunately. This makes the dreadclaw a waste of points in my mind.
Rulebook FAQ page 4 second point down:
Q: Do Transports with the Assault Vehicle special rule permit their
passengers to charge on the turn they arrive from Reserve? (p33)
A: No.
Well... if only it did what a DropPod did then it would be good... but as it is it arrives from regular reserves and scatters onto impassible terrain like anybody else (except DropPods mind you!). That it can lift off after unloading its cargo is rather inconsequential since it has no guns. Plus, it takes up one of your FA slots.
ReplyDeleteNow, if you are willing to pay 85 pts and that FA slot to let one of your units assault after deepstriking is completely up to you (and depends on the unit... I don't have my book at hand so I don't know the transport capacity of that thing... but if you are able to drop a decent sized unit of Berzerkers into some Tau that will be some amusing carnage... for one round, after which they will die, but thats what's supposed to happen anyways if you ask Khorne!).