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Friday, May 22, 2026

Unit Analysis: Defensive Units

We'll soon explore the potential for Aircraft and Rotorcraft to wreak havoc upon the battle plans of even the most careful of Generals.  But before we get to that; what can you do to defend yourself against death from the skies?  Each faction has units that can be dedicated to air-defence and many of these can also support your troops in other ways as well.  However, each General must decide just how many points they are willing to dedicate to this defence capability, as this may come at the expense of blunting your offensive efforts.

For this instalment, let's consider some defensive options to keep those pesky Aerial units at bay, and give your troops some protection on the battlefield.

Black Watch Heavy Dragoons (Crown)

The Crown don't have a lot of choice when it comes to anti-Aerial options, but Heavy Dragoons are a jack-of-all-trades, useful in virtually any circumstance.  With a Speed of 6" they can keep pace with Crown armoured transport vehicles and with Defence 2 and Damage Limit 2 each Dragoon can take 4 hits before being destroyed although these Dragoons are also SHROUDED which means they always count as Obscured when being fired on.

Heavy Dragoons can target Aerial units at 12"/18" range shooting 5/9/13, but they have plenty of other options also, able to shoot at Light and Heavy units also with a range of 14"/22" shooting 4/7/11.  In Melee Heavy Dragoons deal 3/6/9.

The Dragoons have an average Crown Discipline of 6 and Break Limit of 1, but all this flexibility comes at a high price with a unit costing 80/135/210 and yielding a hefty 3/4/5 Victory Points.  Because they are so versatile, it will be hard for Crown Generals to dedicate the Heavy Dragoons to anti-air assignments, rather than leading the assault on an objective, but the Crown have so few other options that they may be the only thing protecting your gleaming artillery gun-line from being torn up by enemy strafing runs.

Ruishi Lion Automata (Empire)

It's hard to think of a better defensive unit than a temple lion automata that sits with infinite patience, relentlessly scanning the skies, ready to shoot down aerial threats.  The Ruishi has Speed of 6" and has the PIONEEERS special ability allowing it to move through forests, or other difficult terrain, without being impeded. However, unlike the Tongshi Lion, the addition of back mounted cannons means that the Rushi is also CUMBERSOME, meaning if the unit moves double-time (6") it will then need to spend a subsequent round re-arming before it can fire again.


The Ruishi has Defence 2 and Damage Limit 2 meaning each Lion can take 4 hits before being destroyed.  It can target Aerial units at an impressive 14"/20" range dealing 5/8/11 with LOCK ON (removing the penalty for Opportunity Fire).  The Ruishi can also shoot Light units at 12"/24" with a much less impressive 2/4/6, but as a Lion Automata, it is fierce in Melee dealing 5/10/15.

Being an Automata also means that the Ruishi ignores Discipline checks and can't be broken.  It can't claim objectives, but it's not really designed for that; the Ruishi is an ultimate backline guardian for Empire Artillery and Field Guns.  If you can afford the points cost of 80/135/210 you'll have a very reliable unit, that will spend its time 'On Lookout' ready to engage Aerial threats, or intercept Flanking Cavalry and fight them in close combat.  The Ruishi give up 2/4/6 Victory Points when destroyed.

Federal Rocket Fireteam (Union)

The Union has several units that can engage Aerial targets (for example, the Rolling Thunder Main Battle Tank), but none are ideally suited to a purely defensive role.  Instead, you'll find the Rocket Fireteam, an infantry unit which is added to a larger parent unit, offers a possible solution.  The Rocket team have a brisk Speed of 5" and are also PIONEERS allowing them to shelter in difficult terrain.

As an infantry unit, the Rocket Team have 2 Defence and Damage Limit 1, meaning they can take just 2 hits before losing a stand. However, the Rocket Team are also DURABLE, meaning Heroic Strikes only inflict a single hit, instead of two, which should keep them in the fight a little longer.  Their morale isn't terrific with Discipline 5 and Break Limit 1 so at Basic size, just two hits will have a fair chance to remove the unit once their parent unit is gone.

Rocket Teams can target Aerial units to a range of 9"/20"dealing 4/8/12 which is DEVSTATING meaning you round up any unallocated hits to an extra point of damage.  They can also target Light units at 6"/14" with a less impressive 3/5/7and can fight in Melee with a poor 1/2/3.  It should be noted that this output comes from a small package, as a Fireteam they have a unit size of just 2/4/6.  This dynamic, which means they must stay within 3" of their parent unit and activate at the same time is both a strength and weakness.

This means that if you want to use the Rocket Team in a purely defensive role, then you'll need to assign their Parent unit the same duty.  But it also means that the Rocket Team are also a great option to pile into Ironhide transport alongside their Parent units to provide them with aerial protection at their destination. A Federal Rocket Fireteam costs just 20/35/50 points (giving up 1/2/3 Victory Points), but of course, they can't be purchased independently, and you'll need to spend a minimum of a further 30/50/80 for Federal Troopers to act as their Parent (giving up a further 1/2/3 Victory Points).

Deimos Guardian Tripods (Enlightened)

Although this is perhaps the least exciting of the three tripod variants available to the Enlightened in terms of raw destructive power, the Deimos is well suited to provide all-around-support for the Enlightened battleline, if you're willing to make the investment.  The Deimos has Speed 6" and is STILTED (1) meaning it can move right over difficult terrain and size one units without pause. With 3 Defence and Damage Limit 3 It can take 9 hits, before being destroyed, which is more than any other defensive unit in this analysis.

The Deimos can shoot Aerial units with a 6"/12" range at 4(6)/8(12)/12(18) which is especially devastating with POINT BLANK meaning you use the parenthesis values when at short range, as well as LOCK ON. The Deimos can also target Light units at a shorter 3'/6" range for 3(6)/7(12)/12(18) again with POINT BLANK.  This means that the Deimos really shines when it's uncomfortably close (for an Armoured unit) to what it's shooting.

As an Armoured unit, it can't claim Objectives and has no Melee attack but can stomp enemies dealing 3/5/7 via Impact and also has SPONSONS (3) allowing a shot against light targets that seek to overwhelm it in melee. The Deimos also has STALKER allowing it to go 'On Lookout' at the end of its activation if it didn't attack (for example, following a Double Time action), enabling it to keep pushing forward to get closer to enemy targets, while still protecting your forces.

Overall, the Deimos packs a powerful punch, especially at short range, but this comes with a huge price tag of 125/215/325 for a unit size of 2/4/6.  The Deimos has a reasonable Discipline of 6 and no break limit, meaning all the models must be destroyed for your opponent to collect their massive 4/5/6 Victory Points. This makes the Deimos the toughest and costliest option, by far, in terms of a dedicated defence unit.

Essen Field Rockets (Imperium)

The Imperium have many units which can put the hurt on Aerial targets; from the Donnerschlag Artillery Walker through to the Sturmpanzer Battle Tank and Panzerwagen Armoured Transport.  Overall though, it's hard to beat a battery of Essen Field Rockets parked 'On Lookout' providing cover for the highly mobile Imperium mechanised forces.  Essen Field Rockets are not especially mobile with Speed 4", although they have the potential to be towed into place before the game begins.  Nor are they especially tough with Defence of 2 and Damage Limit 1 meaning just 2 hits will destroy a model; although they are also SHROUDED meaning they always count as Obscured when being shot by ranged weapons.

But their offense is strong, firing against Aerial units they have a good range of 10"/20" with a 5/11/18 attack.  If there's nothing on the radar, then the Essen has a fair attack against Light targets at a 4"/30" range with a modest 4/8/12 which is both INDIRECT and SURPRESSIVE.

Essen Field Rockets are 2/4/6 in Melee although this will be high stakes as they have STATIC, meaning they cannot Charge and if they lose a Melee they are Annihilated immediately.  With Discipline 6 Essen Rockets cost just 65/115/175 and give up 2/3/4 Victory points if destroyed which is surprisingly affordable for the Imperium list. Given their versatility, it's hard to imagine not including at least one unit of Essen Field Rockets in any Imperium force.

Ryadovoy Rodina Squadron (Commonwealth)

The Rodina Squadron fill an important dual role in supporting the Commonwealth attack both providing supporting fire and giving cover against approaching air attack.  The Rodina have Speed 7" and are PIONEERS.  The Rodina has Defence 2 and Damage Limit 2 meaning each model can take 4 hits before being destroyed.

The Rodina can target Aerial units at 6"/12" range dealing 4/6/8 and shoot Light units at 10"/16" with 4/8/12 which is SUPRESSIVE which gives a -1 penalty to enemy Suppression tests caused by this weapon.  Like the Deimos, this requires the Rodina to get very close to its targets, and also like the Deimos it has some basic protection in the form of an Impact attack of 2/4/6 and SPONSONS (3).

The key to the Rodina is that it is designed to work in close support of infantry as it has the SUPPORT (INFANTRY) special rule allowing it to immediately trigger the activation of an Infantry unit within 3" once it has activated, effectively giving two activations for the price of one.  However, the Rodina is fragile, and with Discipline 6 and Break Limit 1 it may expire if subject to concentrated enemy attack.

As the unit, the Rodina is deployed at a small size of 2/4/6 models, but it is reasonably priced, at 50/85/130 making the Reinforced option especially appealing.  It's also frugal in terms of Victory Points, giving up just 1/2/3 making it an easy inclusion in a Commonwealth list, to give fire support and aerial protection to your infantry.

Hellequin Armoured Vehicles (Alliance)

It's hard not to love a tankette and the Hellequin is cute as a button; a little tank that counts as both Heavy and Cavalry, meaning it can contest objectives while also scanning the skies.  The Hellequin can manage a zippy top speed of 7" and has Defence 3 and Damage Limit 1, meaning just 3 hits will knock out a model.

The Hellequin can target Aerial units at a 10"/20" range shooting a solid 5/9/13 with both LOCK ON and TURRET allowing it to shoot in any direction, but with a penalty if it's shooting behind the main arc.  It can also target Light units at the same range shooting 4/8/12 which (bizarrely) doesn't have the TURRET rule.

The Hellequin has Discipline 6 and no break limit.  It has no ability to fight in Melee, so needs to avoid the fray, but can ram with an Impact of 2/5/8 if absolutely necessary.  The Hellequin is a plucky little addition to the Alliance force and is likely to be extremely useful for Alliance generals who decide to employ large numbers of troops on foot, supporting their advance.  It's fairly economical with a unit size of 4/8/12 costing 70/120/180 and yielding 2/3/4 Victory Points if destroyed.

Kavgachi ATVs (Sultanate)

The Kavgachi looks like a fun vehicle to drive, with a low-profile dune-buggy look.  As an Armoured unit, it can’t claim Objectives but in a defensive role it is very versatile and able to move onto the offence swiftly if needed.  The Kavgachi is fast, with Speed 7” and the PIONEERS special rule.  However, this speed has a price and, for a Heavy unit, the Kavgachi  is only lightly armoured with Defence 3 and Damage Limit 1, meaning just 3 hits will knock out a model.  The sleek profile and wild-driving (kicking up outrageous dust clouds) does give some extra protection as the unit is also SHROUDED.

The Kavgachi packs a wallop.  Against Aerial units it has a 10”/20” range firing 5/10/15.  It can also target Light units with a 6”/14” range shooting 3/7/11 which is INDIRECT.  If it gets into close quarters with the enemy it is packing SPONSONS (2) and can ram with Impact 3/6/9 if necessary.  The Kavgachi has Discipline 6 and no break limit and is deployed in a surprisingly small unit size of 2/4/6 which costs a hefty 75/110/185 and yields 2/3/4 Victory Points if Annihilated.

In the final analysis… the decision about whether to purchase air defence is tougher than some of the other choices you make in force construction.  There’s no doubt that, if left unchecked, aircraft and rotorcraft can cause significant mayhem amongst your forces.  But equally, spending your precious points on units who are dedicated to a defensive function may also cause some significant regret, if no flying enemy materialises, and you don’t have enough other troops to contest objectives.

Things are rarely that black and white; many of the units profiled here are versatile enough that they can perform multiple functions – for example, the Crown Heavy Dragoons, Commonwealth Rodina Squadron and Sultanate Kavgachi.  Including these units is not likely to cause any regrets, as they have other excellent attacks and functions.  In addition, putting your Anti-Aerial unit ‘On Lookout’ and potentially passing up other targets during the turn, as you wait for flying units to emerge, can have an Opportunity Cost as well.  In this case, units like the Imperium’s Essen Rockets which can fire Indirectly (and therefore will have a weakened attack anyway, with plenty of potential targets to pick from) truly shine.

This post reflects the view and opinions of the author – your experiences may vary. It was written based on the state of the game at the time of the Armoured Clash Global Update in May 2026 (Rules v1.04). All game rules, descriptions and pictures created by Warcradle remain their Intellectual Property.

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