Flyer Basics

There are a few truths that apply to most Flyers, regardless of which species they belong to, what weapons they carry, or what their armour is.

Your Skin Is Thin

Just like modern aircraft, Flyers of the 41st millennium are not heavily armoured. They can't carry the weight of armour plating and still be able to fly – even the most well-armoured attack plane of today has weak armour compared to even a half-track vehicle. This thin skin is reflected in the Armour Values of the Flyers in the Imperial Armour books. Even the Super-Heavy, 680-point Thunderhawk Gunship only has a maximum AV of 12 – less than a Space Marine Predator tank. The average fighter has an AV of 10, which is nothing to brag about. Which brings us to the next point...

Speed Is Your Ally

Aircraft and spacecraft rely on speed and maneuverability to survive the trials of combat. This fact is reflected in the rules – your Flyers are moving so fast that you can only be hit on a 6 regardless of BS (unless the shooter has an anti-aircraft mount). Plus, the very nature of the Attack Run system requires you to keep moving after you shoot, which is a wise tactic in the first place. The exceptions to this system are craft with Vertical Take-Off and Landing (VTOL) capability, which allows them to loiter over the battlefield. You should only use this ability when it will get you closer to winning the mission or when you can mow down Troops with insufficient Armour Penetration weapons. Otherwise, VTOL can turn your precious Flyer into a listless, floating bulls eye.

Stay out of Reach

Though Flyers can cruise over any intervening forces or terrain features, that doesn't mean you should just draw a bee-line from the table edge to your target. During the Attack Run, you can pivot the Flyer up to 45 degrees after its initial move onto the board. That means you can move along an unoccupied flank and turn to make your attack, or turn after your attack. Also don't forget that the shooters have to add 12" to their range measurements to account for your Flyer's height above the field. Combine this extra distance with your pivot ability to stay as far out of the enemy's range for as much of your Attack Run as you can.

Know Your Weapons

The armaments available to Flyers share some similarities with regular 40K vehicles. However, they have access to aircraft-only weapons that have unique profiles that can make them well worth their points cost. For example, the Rocket weapon profile has unlimited range, S8, AP3, Heavy 1 and costs 10 points – that's essentially a Hunter-Killer Missile for 5-fewer points! Plus, the Bomb, Heavy Bomb, and Smart Bomb are all great for taking out any infantry squads that are foolish enough to stay bunched together. That's not even mentioning the mounted weapons and non-Human armaments. In short, you have many instruments of destruction available to you with your Flyers – use them well.

The Dice Giveth...

Unfortunately, you don't really have any control over when your Flyers appear – they are subject to the Reserves rules (though some armies have special rules that allow them to roll for Reserves in the 1st turn, which includes Flyers). If the dice turn against you, your Flyers can sit out the entire game. However, once they appear, you can make Second Strikes on a 2+ in subsequent turns.

Next: Air-to-Ground

Armies of the Warhammer 40,000 Universe
Black Templars
Dark Angels Orks
Catachans
Dark Eldar Space Marines
Chapter Approved
Eldar Tau
Chaos Space Marines Imperial Guard Tyranids
Daemonhunters Necrons Witch Hunters