Tactica Aeronautica - Deployment - Orks
In Aeronautica Imperialis, most aircraft move very quickly around the board (the area of engagement). As such for most aircraft, the deployment position will not make a significant difference. Additionally, unlike other Games Workshop games, aircraft in Aeronautica must move each turn. Therefore, what should a player be trying to achieve during deployment?
When considering deployment, we must consider several factors:
- What is the mission?
- What faction am I using?
- What are the relative speed and weapon ranges of my aircraft?
- What faction is my opponent using?
- How fast are my bombers and transports compared to my fighters?
So, let us consider the Orks. Their firepower is at its most effective at short range and basically non-existent at long range. Ork fighter aircraft are fast but lack manoeuvrability. They are also relatively cheap and as such the Orks can frequently outnumber their opponents. Ork Bombers (which are also their transports) are slow but tough. The have decent firepower but it is not focused in one firing arc.
Before you begin, you should read my Ork faction review, as it provides my thought on each aircraft.
When building an Ork air waaagh, the force must include Dakkajets, the more, the better. Dakkajets are great aircraft and I prefer to use them with no upgrades or additional armaments. This keeps the aircraft cheap, allowing me to take more of them and thereby gain control of the initiative each turn of the game. With the initiative, I can then ensure that I get at least one of my fighters into a good firing position, maybe even into a tailing position. During deployment, I like to place my Dakkajets at Altitude 4 and Speed 6, or occasionally 5. This is because in the first turn, I want to keep my distance from the opponent. In the first turn, if I can keep my distance the opponent will only be able to fire at long range, which will hopefully protect my aircraft. If I close too fast, I will most likely not make it to short range but sit at medium range and get shot to pieces. So, in the first turn I need to hang back. Why do I start my aircraft at Altitude 4 and Speed 5 or 6? Speed 5 or 6 gives me a few options. It allows my aircraft to dive and change its altitude by 2. I do want to change my altitude. I want to change to altitudes that are different from my opponent’s altitude. This along with the long range will help protect my aircraft. At long range and a different altitude, my opponent will have reduced firepower and 6+ to hit. With Speed 6, I can use my Throttle of 2 to move up to my max speed of 8 or down to my minimum speed of 4. This ability to change speed will be extremely important in the second turn when my aircraft engages the opponent on mass. In the second turn, I will use my throttle and any gain in speed from diving to accelerate to my max speed and change my altitude to that of my opponent’s.
I prefer to use Fighta bommers in a bomber capacity. I do not use them very often. In deployment, they are placed like the Dakkajets and follow the same plan.
Eavy Bommers and Grot Bommers are slow and ponderous, but they are tough. The bommers are deployed after the Dakkajets at their max speed of 4 and at altitude 4. These aircraft are deployed last as their slow speed makes them predictable. When deploying these large aircraft, you need to have their targets in mind, and knowing where the enemy aircraft will be is important to fulfilling their roles. The bommers can also be put in front of the fighter aircraft. In this capacity, they can be used to ‘tank’ incoming enemy fire. In addition, they can then use their all-round firepower to finish off damaged enemy aircraft. The Grot Bommer can also be used to fire Grot bombs towards the opponent with the aim of disrupting their flight plans. Remember the Grot bombs ignore the altitude of enemy aircraft and cannot be shot down.
So, in a game, I will deploy my Dakkajets first, touching the edge of the area of engagement. Then once all my Dakkajets have been deployed, I will move on to the FIghta Bommers, then the Grot Bommers and finally the ‘Eavy Bommers. The Grot Bommers and the ‘Eavy Bommers, I will deploy as far forward as the scenario will allow.
Where possible, try to pair up the fighters. One fighter is unlikely to take down an enemy aircraft on its own. Therefore, try to use the fighters in pairs, if not triplets. In the first turn, most of your aircraft will use either ace manouevre 1 or 2. I like the Orks to be quite predictable in the first turn; it makes everything easier. In the second turn, I can be unpredictable.
The key to this deployment is numbers. For this you are going to need lots of cheap aircraft, so take Dakkajets. If you have any questions, please drop them in the comments, I love to read them and remember ‘always watch your six’.




An interesting article that is worth reading more than once to take it all in.
ReplyDeleteIt would also be good to have an article where you review which are the best missions to play and which ones need house ruling.