Heavy Support: 0-1 Artillery Strike
An artillery strike is indirect fire from artillery units well to the rear, called for by officers and forward observers at the front. There are many forms of artillery available to the Imperial Guard, from mortar teams up to large Manticore missiles.
You may only take an Artillery Strike if your army includes an Artillery Forward Observer, Company Command Tank or Armoured Fist Company HQ.
| Pts | Str | AP | Notes | |
|---|---|---|---|---|
| Manticore Strike | 90 | 9 | 2 | Ordnance blast |
| Basilisk Strike | 70 | 9 | 3 | Ordnance blast |
| Griffon Strike | 50 | 6 | 4 | Ordnance blast |
| Mortar Battery Strike | 50 | 4 | 6 | Heavy 3 blast |
Special Rules
Timing: An Artillery Strike will always use the Reserves special rule even in missions where reserves are not allowed. The Reserve roll may be re-rolled using the Improved-Comms vehicle upgrade. Once the artillery strike is available, it lands in each Shooting phase of the Armoured Company player's turn thereafter. The Imperial Guard player can opt not to roll for the availability of the Artillery strike if he wishes, but once the roll has been passed and the forward observer or officer has selected the target, the artillery strike will continue each turn until the end of the game. You can delay a strike but once started it doesn't stop.
Placement: The blast marker for an artillery strike can be placed anywhere visible to the Artillery Forward Observer unit, the Company Command tank, or the Armoured Fist Company Command HQ that is calling in the fire. This can be an enemy unit or just a point on the tabletop.
(In)accuracy: An artillery strike scatters just like an ordnance weapon but if a miss is rolled, the distance scattered is double the score on the D6. If a hit is rolled, the template deviates by the distance shown on the dice in the direction indicated by the arrow on the 'Hit' symbol.
Pinning: All artillery strikes cause Pinning tests as for the standard rules for the weapon type fired.