In the ancient Dwarven city of Zhufbar, Engineer Grumbar Ironfist unveiled his masterpiece: the Gyrocopter. Designed to overcome Dwarfs’ mobility limitations, this compact, steam-powered marvel with gyroscopic stabilizers ascended into the sky amidst cheers of awe.
In subsequent years, Gyrocopters and heavy Gyrobombers became vital in the World’s Edge Mountains. Piloted by skilled crews trained under Grumbar’s legacy, they facilitated swift communication and transported supplies across treacherous terrain.
During conflicts, these machines transformed into formidable weapons. Gyrocopters unleashed precision steam guns, while Gyrobombers rained havoc with bombs, showcasing Dwarf engineering at its peak. Innovations like mounted cannons further solidified their battlefield prowess, marking a new era of airborne dominance for Zhufbar and the Dwarven realms.
Evolution and Impact of Gyrocopters in Warhammer Fantasy
Gyrocopters in Warhammer Fantasy have undergone significant evolution since their introduction in the 4th edition. Initially unpopular among Dwarf players due to weak stats and poor synergy with traditional strategies, they received upgrades in the 8th edition, including improved weapons and the introduction of Gyrobombers. Despite these enhancements, they remained overshadowed by the combat prowess of other Dwarf units.
In Warhammer: The Old World (TOW), gyrocopters have seen substantial improvements in rules and stats, transforming them into one of the best units for Dwarfs and nearly essential for army building. These enhancements have made gyrocopters more durable and effective in combat, offering unique tactical advantages such as mobility and bombing capabilities.
Their newfound importance lies in their ability to disrupt enemy formations and provide crucial aerial support, adding tactical flexibility to Dwarf armies. This strategic synergy with traditional Dwarf units has positioned gyrocopters as indispensable assets in competitive play, contributing to balanced and versatile army compositions in TOW.
Stats & Special Rules
The Gyrocopter has become a pivotal unit in Dwarf armies due to several standout features. It is classified as monstrous cavalry with Unit Strength 3 and a 50 x 50 mm base size, available in units of 1-6 at a cost-effective 60 points each.
This unit type benefits from Skirmish formation, Fly (9) movement, Vanguard, Swiftstride, and the ability to perform a Dive Bombing attack (more on this later). In combat, it delivers D3 S4 impact hits on the charge, followed up with 2 attacks at WS4, and offers versatile armament options like the steam gun, Brimstone gun (+5 points), or Clatter gun (+10 points).
Defensively, along with the WS4, it is Toughness 5 with a 4+ save from an armoured fuselage, backed by 3 wounds per Gyrocopter. These attributes collectively ensure resilience against standard shooting attacks and sustained presence on the battlefield.
Strategically, the Gyrocopter excels in disrupting enemy formations, providing swift aerial support, and engaging diverse targets effectively. Its affordability, combined with its tactical flexibility, makes it a cornerstone of Dwarf army compositions, adapting seamlessly to various battle tactics and scenarios in The Old World.
Weapon Options
Steam Gun
The Steam Gun on the Gyrocopter functions as a breath weapon with Strength 3 and Armor Piercing -1. Unlike traditional ballistic skill-based weapons, it doesn’t require a BS roll, which simplifies its use despite its relatively low Strength. This characteristic limits its effectiveness against tougher units and heavily armoured opponents. Additionally, it prohibits marching and shooting and precludes benefiting from the Fire & Flee special rule.
However, the Steam Gun excels in damaging or even dismantling large units with low toughness. Its ability to consistently weaken clusters of lower-toughness foes is invaluable, especially when quantity outweighs individual unit strength. This makes it particularly effective in scenarios where area denial can strategically disrupt advancing enemy units. Although it lacks versatility in maneuverability, the Steam Gun’s precise and significant area-of-effect damage can decisively alter the course of extended engagements.
Brimstone Gun
The Brimstone Gun is an enhanced weapon option for the Gyrocopter, costing an additional +5 points. It boasts an 18” range, S5, D3+1 shots, and AP -2, making it a formidable choice against tougher and heavily-armoured opponents. Special rules such as Quick Shot, Dwarf Crafted, and Flaming Attack further enhance its effectiveness.
Despite its advantages, the Brimstone Gun does come with some trade-offs. It incurs a -1 modifier for multiple shots which reduces its accuracy compared to single-shot weapons. However, its potency remains significant, especially when deployed in groups of 2-3 gyrocopters where the minimum number of shots is not overly restrictive.
The ability to utilize the Shoot & Flee special rule adds tactical flexibility, allowing the Gyrocopter to engage and disengage effectively during gameplay. This makes the Brimstone Gun particularly effective in coordinated attacks with other units, where it can create tactical advantages and weaken even the most resilient foes.
Moreover, the Brimstone Gun’s flaming attacks are invaluable against Flammable regenerating units, further enhancing its utility in specific matchups. Overall, it stands as a versatile and potent choice for commanders seeking to maximize the Gyrocopter’s effectiveness in diverse battlefield scenarios.
Clatter Gun
The Clatter Gun is the most expensive (+10 points per model) weapon option available for the Gyrocopter. It features a 24” range, Strength 4, and AP -1. Additionally, it boasts D6 multiple shots, Armor Bane (1), Quick Shot, Dwarf Crafted, and Move & Shoot special rules, making it a versatile choice for tactical engagements.
Strategically, the Clatter Gun excels in short-range skirmishes and rapid strikes where mobility is crucial. It allows Gyrocopters to move swiftly across the battlefield, perform Dive Bomb attacks (described later), and shoot after a march move. Despite facing a -1 modifier for multiple shots its ability to deliver consistent firepower is enhanced by its versatile ruleset.
The Clatter Gun proves particularly effective against opponents with low toughness and a 5+ armor save, making it adaptable in various combat scenarios. Its high mobility and shooting capabilities lend themselves well to guerrilla tactics, allowing Gyrocopters to confuse and frustrate opponents by exploiting gaps in their defenses.
Deploying the Clatter Gun in groups of 2-3 Gyrocopters enhances its effectiveness, creating a formidable force on the battlefield. This coordinated approach can overwhelm opponents and lead to swift, decisive victories by leveraging the Gyrocopter’s mobility and potent shooting abilities to their fullest extent.
Mix Weapons
Mixing all three weapon options Steam Gun, Brimstone Gun, and Clatter Gun within a Gyrocopter unit provides tactical flexibility on the battlefield. To use the Fire & Flee special rule effectively, over 50% of the unit must have weapons that allow standing and shooting.
This versatility allows commanders to adapt strategies based on battlefield conditions and engage various enemy forces effectively. Mixed weapon units can exploit enemy weaknesses and create opportunities for strategic maneuvers. Ensuring the majority of the unit has stand and shoot capabilities is essential for maintaining effectiveness and maximizing impact during engagements.
In summary, mixing weapons in a Gyrocopter unit enhances its adaptability, enabling it to play a versatile and effective role in achieving tactical objectives and securing victories in Warhammer Fantasy battles.
Gyrocopter Bombing Tactics in Battle
Bomb Mechanics:
- Activation: Once per game option.
- Trigger: Dropping bombs occurs when flying over an enemy unit, including during a march move.
- Effect: Each gyrocopter or group of gyrocopters that flies over an enemy unit deals D6 hits with Strength 3 and Armor Piercing -1.
- Risk: On a roll of a natural 1, the gyrocopter suffers one wound.
Strategic Use:
- Target Selection: Focus on low Toughness and lightly-armoured units to maximize damage.
- Timing: Utilize bomb drops at critical moments to disrupt enemy formations and weaken key units.
- Risk Management: Weigh the potential damage against the risk of your gyrocopter taking a wound.
Tactical Advantages:
- Disruption: Bomb drops can scatter enemy units, causing chaos and disrupting their planned maneuvers.
- Damage: Even a single gyrocopter can inflict significant hits, potentially turning the tide in crucial areas of the battlefield.
- Psychological Impact: The threat of bombs forces the enemy to reconsider their formations and movements, providing a strategic advantage.
Execution Tips:
- Formation: When using a unit of 2-3 gyrocopters, coordinate their movement to maximize the number of bombs dropped.
- Overlapping Routes: Plan flight paths to ensure multiple gyrocopters fly over the same enemy unit, amplifying the damage.
- Enemy Weak Points: Aim for clusters of lightly-armoured units or units with low Toughness to ensure bombs are most effective.
Risk Mitigation:
- Fall-back Plans: Have a contingency plan in case your gyrocopter(s) suffer wounds from the bomb drop.
- Timing of Bomb Drops: Use the bombs early enough to disrupt enemy plans but late enough to ensure their impact is maximized.
By integrating these bombing tactics into your overall strategy, you can leverage the gyrocopters’ unique capabilities to gain an upper hand in battle. Proper planning and execution of bomb drops can lead to the swift decimation of critical enemy units, ensuring a well-rounded and effective battle strategy.
Gyrocopter Unit Sizes and Their Strategic Roles
Single Gyrocopter (Optimal Chaff Unit)
Role and Tactics:
- Disruption and Annoyance: A single gyrocopter excels in acting as a disruptive force on the battlefield, akin to an annoying mosquito. Its exceptional mobility and low points cost make it perfect for blocking enemy charges, forcing opponents to redirect their assaults or waste valuable turns adjusting their strategies.
- Vanguard and Fly Abilities: Utilizing its vanguard move, a single gyrocopter can position itself advantageously before the battle begins. Its flying capability allows it to navigate the battlefield swiftly, positioning itself where it can cause the most disruption.
- Shoot & Flee: Encouraging enemy units to charge it, only to evade engagement with its Fire & Flee ability, creates chaos in the enemy lines and forces them to reconsider their tactics.
- Combat and Support: Despite its size, a single gyrocopter can still deal damage to weaker units and war machines. It can perform dive bombing maneuvers or soften targets from a distance with its shooting capabilities. In tight battles, it can provide support by dealing impact hits, giving a slight edge to your forces.
- Strategic Placement: Deployment and precise timing are crucial for maximizing the potential of a single gyrocopter. Its strength lies in being a versatile and cost-effective unit that can adapt to various battlefield roles.
Strengths:
- High mobility and low cost.
- Effective at blocking enemy movements and charges.
- Capable of dealing damage to weaker units and war machines.
- Versatile in both offensive and support roles.
Weaknesses:
- Limited impact in direct combat due to low strength.
- Vulnerable to concentrated enemy fire.
Unit of 2-3 Gyrocopters (Balanced Offensive and Support Unit)
Role and Tactics:
- Increased Firepower and Bombing: A small unit of 2-3 gyrocopters can deliver more substantial damage during shooting and dive bombing, making them more efficient at dealing with war machines and smaller enemy units.
- Combat Support: In addition to increased offensive capabilities, they can provide better support in combat by dealing multiple D3 impact hits. Their ability to charge the flanks or rear of enemy units and gain bonuses enhances their utility in battle.
- Skirmish Formation: While their skirmish formation prevents them from disrupting enemy units as effectively as a single gyrocopter, their enhanced firepower and combat support make up for this limitation.
Strengths:
- Higher damage output in shooting and bombing.
- Improved combat support with multiple impact hits.
- Better suited for dealing with war machines and weaker enemy units.
Weaknesses:
- Less effective as chaff due to larger size and difficulty in manoeuvring.
- Higher points cost compared to a single gyrocopter.
Unit of 4-6 Gyrocopters (Strategic Deployment in Large Battles)
Role and Tactics:
Increased Firepower and Bombing: Larger units of gyrocopters can concentrate their fire on heavily armoured targets, increasing the chance of penetrating defences and causing significant damage. Focusing firepower on a single opponent can quickly overwhelm and neutralize key threats, tipping the balance in critical moments.
Shock and Awe Tactics: Larger units can deliver powerful strikes that disrupt enemy formations and force morale checks, potentially causing retreats or disarray. The significant impact of a larger unit’s attack can change the course of engagements, creating opportunities for allied forces to exploit.
Psychological Impact: The presence of a larger unit can intimidate opponents, causing hesitation or forcing them to commit more resources to counter the threat. Opponents may be compelled to focus on the larger unit, diverting attention and resources from other crucial areas of the battlefield.
Strengths:
- Higher than smaller units damage output in shooting and bombing.
- Improved combat support with multiple impact hits.
- Better suited for dealing with large enemy units.
- Cause retreats or disarray.
- Force opponents to focus resources on the larger unit.
Weaknesses:
- Manoeuvring larger units can be cumbersome, limiting their ability to exploit gaps or respond quickly to changing battlefield conditions.
- While effective against single targets, larger units may struggle to engage multiple dispersed targets simultaneously.
- High cost of unit limiting other units selection.
Summary
Gyrocopters are incredibly versatile units that can be adapted to various roles based on their unit size:
- Single Gyrocopter: Ideal for chaff, disrupting enemy movements, and providing versatile support at a low cost.
- Unit of 2-3 Gyrocopters: Balanced between offensive and support roles, capable of delivering significant damage while still providing some disruption.
- Unit of 4-6 Gyrocopters: Best suited for large battles, offering ability to destroy large units of week enemy and may have significant psychological influence on opponent.
Deploying gyrocopters effectively requires careful consideration of their size and role on the battlefield. Mastering their unique capabilities can provide a significant strategic edge, disrupting enemy plans and maximizing the effectiveness of your forces.
Gyrocopters as Chaff Units
Gyrocopters can excel as chaff units, providing strategic disruption and control over enemy movements. Here’s how they can be effectively utilized in this role:
Deployment and Vanguard Move
Setting up at the edge of the deployment zone, gyrocopters can take advantage of their vanguard move, allowing them to reposition before the battle begins. This initial move can place them in an advantageous spot to immediately start interfering with enemy plans.
Movement Phase Tactics
During the dwarf player’s movement phase, gyrocopters can move or march to position themselves directly in front of an enemy unit. This strategic placement serves multiple purposes:
- Blocking Enemy Movement: By positioning in front of an enemy unit, gyrocopters can block their advance and force them to deal with the gyrocopter before progressing further.
- Preventing Marching: If within 8″ of an enemy unit, the gyrocopter’s presence has a chance to prevent that unit from marching, significantly slowing down their movement and disrupting their timing.
Shooting and Clatter Gun Usage
After moving, gyrocopters can shoot with their brimstone gun, or use their clatter gun if they have marched. This adds another layer of harassment by dealing damage and further disrupting enemy formations.
Provoking Enemy Actions
The presence of a gyrocopter directly in front of an enemy unit will often provoke a reaction. The enemy may attempt to:
- Charge: If the enemy charges, the gyrocopter can use its Swiftstride and Fly special rules to flee, making it difficult to catch due to its high mobility and speed.
- Shoot: If the enemy opts to shoot at the gyrocopter, it draws fire away from other, potentially more vulnerable dwarf units, effectively absorbing damage that would otherwise be directed elsewhere.
Fleeing and Swiftstride
When fleeing from a charge, gyrocopters benefit from the Swiftstride special rule, allowing them to roll three dice and discard the lowest for their flee distance. This makes them exceptionally hard to catch, unlike other dwarf units that are usually slower and bound by the resolute special rule, which doesn’t affect gyrocopters. They can also flee over terrain or other units, due to Flying, so use that to your advantage.
Strategic Advantages
By acting as chaff, gyrocopters force the enemy to react in ways that can be beneficial to the dwarf player:
- Controlling Enemy Movement: By dictating where and how the enemy moves, gyrocopters can funnel them into unfavourable positions or slow their advance, giving the dwarf player more time to prepare and position their forces.
- Additional Rounds of Shooting: By delaying the enemy’s advance, gyrocopters can provide extra rounds of shooting for the dwarf player, potentially causing more damage before the enemy can engage in close combat.
- Short Range Engagement: If the enemy is forced to move into a position favourable to the dwarf player, it can allow for more effective use of short-range weapons and ambush tactics.
Summary
Gyrocopters serve as excellent chaff units due to their mobility, ability to disrupt enemy movements, and resilience. Their vanguard move and swiftstride special rule make them hard to catch, allowing them to effectively block and delay enemy units. By drawing enemy fire and provoking charges, they can protect more critical units and set up advantageous battlefield conditions for the dwarf player. This strategic use of gyrocopters can create openings, extend the effectiveness of ranged attacks, and control the flow of the battle, providing a significant tactical edge.
Movement Phase and Dive Bombing
Gyrocopters are versatile units that excel in mobility and battlefield control. During the movement phase, they can fly over enemy units, performing a special attack known as dive bombing. This maneuver allows each gyrocopter to inflict up to D6 wounds on the unit they fly over, potentially causing significant damage before the main engagement even begins. This ability to harass and weaken enemy units from above makes gyrocopters invaluable for softening up targets and disrupting enemy formations.
Strategic Positioning and Shooting
After completing a dive bombing run, gyrocopters can land behind enemy lines. This positioning not only places them in an optimal spot to use their ranged weapons but also puts pressure on the enemy’s rear, often causing disruption and confusion. The gyrocopters can shoot at nearby enemy units, further contributing to the overall damage and helping to weaken the enemy’s backline. This rear assault can force the opponent to divert resources to deal with the gyrocopters, relieving pressure from your frontline units.
Charging and Combat Support
Gyrocopters can also charge enemy units during the movement phase. When charging into the back of an enemy unit, they not only deal extra wounds due to their impact hits but also add valuable points to combat resolution. This can be particularly effective when used in conjunction with other units, such as ‘Anvil,’ to break enemy lines and cause significant morale checks. The impact hits, combined with their regular attacks, make gyrocopters formidable in close combat, especially against units not designed for melee defense.
Targeting Enemy War Machines
One of the most strategic uses of gyrocopters is to target enemy war machines. War machines can be a significant threat, often dealing heavy damage from long range. Gyrocopters can quickly maneuver behind enemy lines and charge these war machines, using their mobility to bypass enemy defenses. When two gyrocopters charge a war machine, they have a 33% chance to deal at least 3 wounds from impact hits alone. Their additional attacks further increase the likelihood of wiping out the war machine crew in one go.
Once the war machine crew is eliminated, gyrocopters can perform an overrun if the battlefield situation allows. This can lead to further disruption of the enemy’s backline and potentially engage other vulnerable units. If an overrun is not possible or strategically viable, gyrocopters can easily restrain and reform, positioning themselves for more attacks in subsequent turns. This flexibility in tactics allows them to continuously harass and weaken the enemy, making them a persistent threat.
Tactical Versatility
The ability to quickly move across the battlefield, perform dive bombing runs, shoot, charge, and overrun makes gyrocopters incredibly versatile. They can adapt to various battlefield scenarios, providing both offensive and defensive support. Their presence can force the enemy to spread their forces thinner, trying to counter the threat of gyrocopters, which in turn can create openings for your other units to exploit.
Summary
In summary, gyrocopters are a highly mobile and versatile unit that can perform a range of roles on the battlefield. Their dive bombing and shooting capabilities allow them to weaken and disrupt enemy formations from behind. They can provide crucial combat support by charging into the rear of enemy units, dealing additional wounds, and bolstering combat resolution. Furthermore, their ability to swiftly eliminate enemy war machines makes them an essential asset in gaining battlefield superiority. By leveraging their mobility and diverse attack options, gyrocopters can significantly influence the outcome of battles, making them a valuable addition to any strategic plan.
Gyrobomber
The Gyrobomber, introduced in the 8th edition of Warhammer Fantasy, initially faced limited popularity among Dwarf players due to similar reasons as the Gyrocopter, alongside its higher points cost.
In The Old World, the Gyrobomber returns and presents a promising addition to certain army lists. While it boasts slightly less mobility than its counterpart, it compensates with the potential to inflict greater damage on the battlefield.
Stats & Special Rules
The Gyrobomber is categorized as a Monstrous Creature in the Dwarf army list, available as a Rare unit for 95 points per model. As a single model Monstrous Creature, its Unit Strength corresponds to its starting wounds, which total 4. Statistically, it mirrors the Gyrocopter with WS4, S4, T5, and A2. Its special rules include Fly (8), Close Order, Swiftstride, the ability to deal D3+1 impact hits, and perform Bombing Runs. As a Monstrous Creature, it adheres to all relevant rules, including the limitation to pivot 90 degrees after movement unless charged, march moved, or flying, affected by the Lumbering special rule. Despite being less mobile and versatile than the Gyrocopter, the Gyrobomber remains a valuable asset on the battlefield.
Bomb Runs
Armed with heavier bombs than the Gyrocopter, the Gyrobomber excels in performing unlimited Bombing Runs over enemy units not engaged in combat. A single D6 roll determines the outcome:
- Rolling a 1 inflicts a wound on the Gyrobomber.
- Rolling a 2 inflicts one wound on the enemy unit.
- Rolling a 3 or 4 places a large blast (5″) template over the unit, scattering D6 inches. Models under the template suffer hits at Strength 4, AP -1.
- Rolling a 5 or 6 places two small (3″) blast templates over the unit, with each model under the templates risking a hit at Strength 4, AP -1.
Effective against large units with low toughness and armour up to 5+, caution is advised to ensure the Gyrobomber remains clear of its own blast radius.
Tactics
Bombardment
The primary role of the Gyrobomber is to disrupt large enemy units through Bombing Runs. While it may not be as efficient as the Gyrocopter against War Machines or in a direct combat support role, it excels in disrupting enemy tactics and supporting the overall army strategy. In combat scenarios, the Gyrobomber can deliver additional damage and effectively pursue fleeing units, either eliminating them or driving them off the battlefield.
The Gyrobombers Bombing Runs are designed to target and disrupt formations of large enemy units, creating chaos and breaking enemy lines. By disrupting enemy tactics, it allows the rest of the army to capitalize on the confusion and gain strategic advantages. Although not its primary role, the Gyrobomber can still inflict significant damage in combat, providing an additional layer of offensive capability. Its speed and firepower make it effective in chasing down retreating enemies, ensuring they are either destroyed or forced to retreat further, thus reducing the threat they pose later in the battle.
Gyrobomber as Chaff Unit
Gyrobomber would work excellent in Chaff Unit role as it meet all criteria of Chaff. It cost less than 100 points, its mobile and may be scarified once job is done. This tactic leverages the attributes of Gyrobombers in a strategic way, taking advantage of their classification as Close Order units rather than skirmishers. It would have similar use as Great Eagles in Wood Elves Army. Detailed information can be found Wood Elves – Great Eagles – Rank and Flank – A Warhammer: The Old World Podcast. Here is just some brief info.
- Controlling frenzied troops
Position Gyrobomber 1″ away from frenzied unit, with its flank facing enemy unit looking along the front of it. Front arc of gyrocopter has to be off-center of enemy. Frenzied enemy unit would be forced to charge Gyrobomber in its front arc. Gyrobomber takes charge and frenzied enemy are forced to pivot 90°and, due to Frenzy, they can’t make a restraint test and are forced to overrun 2d6″ in the wrong direction!
- Delaying and Redirecting
Sometimes your enemy has a unit you just don’t want to engage with and/or buy one or more rounds of shooting but that’s too mobile to get a lot of time shooting at it. Sometimes it’s turn 5 and you just need to stop a charge on turn 6 and you need a speed bump. To preform that you can use Gyrobomber same was as with controlling frenzied unit.
Gyrobomber has fly (8) and it allow you to march up to 16″ and can wheel during march. A 90° wheel for 50mm wide unit uses up 3.1″ of movement, so any pivots you make while you’re flying will use up 3.1″ per right angle. That result in making move up to 13″ and that is great distance for Dwarfs and may be extremely useful. Moreover as Gyrocopter is Monstrous Creature Lumbering Special rule apply to it. That mean when you move (not march) you can pivot up to 90° and total movement will be 11″ and that allow you to shoot of some weapons.
- Deployment Drops
One of most difficult things is to find out how opponent is going to deploy his force. Gyrobombers are be great option force your opponent to start committing to where their forces are going to be deployed before you have to do the same. However Dwarfs are not mobile army so it wont give you too much options of outflanking enemy force but it may help with setting up Rangers and other key units in places you want to have them without being first target of spells or shooting and may give extra round of shooting if enemy will have to waste first round on changing his force positions.
Summary
The Gyrobomber proves to be a worthwhile choice among Dwarf rare units, influencing opponent movement and tactics through its disruptive capabilities. While it may not match the effectiveness of a group of Gyrocopters in combat, its strategic impact and potential to exploit enemy mistakes make it a valuable addition to any Dwarf army.
Scout Gyrocopters
Scout Gyrocopters are option available only in Dwarfen Mountain Holds Expeditionary Force. This is lighter version of gyrocopter it is coming as fixed build and doesn’t give weapon options however is fastest unit Dwarfs can set on battlefield.
Stats & Special Rules
Scout Gyrocopter is Monstrous cavalry based on 50×50 square base with cost of 60 points per model. It is 0-1 unit per 1000 points as Core choice and unlimited as Special in Dwarfen Mountain Holds Expeditionary Force. Can form units of 1-2 models and is skirmish unit. Scout Gyrocopter has amazing movement of fly (10) what make it fastest unit in Dwarfs army. Is equipped with Clatter Gun (described earlier) and has no ability to preform bombing runs. Due to lighter build has T4 and has lightly armoured fuselage that give it AS 5+. Has Fire & Flee, Swiftstride and Vanguard special options as well as deal D3 impact hits. Has two new special options. Extended Formation that allow to set up models in unit 3″ apart vs standard 1″ in Skirmish Formation. Hit & Run special option allow to chose to FBIGO after won combat instead of making pursue move.
Tactics
Scout Gyrocopter as chaff unit
It can fulfill the same role as a gyrocopter, as previously described. However, its high mobility provides greater flexibility in maneuvering across the battlefield and in positioning. Furthermore, the Extended Formation special rule allows you to engage one unit against multiple enemies, creating confusion that may result in mistakes or poor decisions by your opponent, as well as the potential to block multiple units.
Scout Gyrocopter as combat support unit
It may be used on very similar way as gyrocopter. Just note that Hit & Run special option allow you to FBIGO after successful combat round.
Dealing with war machines or chaff units
Due to its mobility, it would perform excellently in destroying war machines or anti-chaff units. It may execute a hit-and-run and be ready to attack again in the next round or move to a more strategic position.
Strengths:
- High mobility and low cost.
- Effective at blocking enemy movements and charges.
- Capable of dealing damage to weaker units and war machines.
- Versatile in both offensive and support roles.
Weaknesses:
- Limited impact in direct combat due to low strength.
- Vulnerable to concentrated enemy fire.
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