There are times when a full frontal assault is not the best option. In this section we will look at the Warhammer 40k sneaky tactics. Sneaky tactics include Infiltration, Deep Strike, Reserves, and Outflanking.
- Also see: General Warhammer 40000 Tactics
Why Be Sneaky?
There are several reasons that you want to be sneaky, but the all revolve around the desire to carry out a task without being killed!
Examples of tasks you may want to perform are; getting close combat troops in to assault, getting demolition teams in to position, capturing an objective or strategic location, and getting out of trouble.
The Reserves rule is a Mission Special Rule (page 94 of the Rulebook). Because it is a mission rule you may be able to use if in some missions and not others. It is best to check the rules of that mission.
The Reserves rule allows you to bring units on the table after start of the game. At first this may look like a disadvantage, and in some missions that is how it is used, forcing a bulk of your army to come in on reserves means that they are not there, shooting, assaulting from the start.
Outflanking units come on as Reserves, and so they have to make the Reserves roll to come on the table. This means that they will not come on at the start of the game, and may not turn up for a few turns. This may leave you out numbered at the beginning of the game.
Outflanking units come in from the sides and they have to roll for which side they come in on. There is a 2 in 3 chance that they will come in on the side that you want then to, and a 1 in 3 chance that they will come in on the other side. This is a high enough probability for you to need to think about contingency plans if the roll goes against you.
Units that outflank can not assault on the same turn they turn up. This means that you will be on the table for a turn and possibly open to enemy fire and counter assault before you can assault yourself, so be careful where you come in from. Be close enough to the action to be useful, but far away enough ( or behind some cover ) to be safe.
Most games are played on a 6×4 foot tables. This may mean that flanking troops could have further to travel to reach their targets than the rest of the army. On 4×4 tables flanking troops have a major advantage. Bear this in mind when you are planning your army.
Deep Strike Tactics
Deep Striking allows you to appear anywhere. The downside is that they turn up randomly. First they can not turn up in round one. This gives your opponent time to be ready for your deep striking troops. Secondly you have to roll to see if they turn up. This means that your forces could be turning up in small number each turn, allowing your opponent to kill them off before the next wave turns up. And third, when your troops do turn up they can scatter off course, or even have a mishap!
If you do Deep Strike you will arrive in a clump, with all the bases of the arriving models touching. This will be a very tempting target for blast marker weapons. As you do not get a chance to disperse in the movement phase, it is highly recommended that you use the shooting phase to run. This will give you a chance to spread out so that blast marker weapons only hit a few of your models on arrival and not the
Quad guns are popular if you know that you are facing opponents that will deep strike on to the table. If you are facing an opponent with quad guns, you may want to target and destroy them before your forces arrive.
Scouts get a special turn at the start of the game. This can be used to grab a strategic point (building or high ground. You can not use this rule to get in to assault in this special turn, and it will be rare that you get in to combat on the first turn as the games are designed to keep the to sides too far apart at the start.
To get some extra speed if your scouts have a transport option, then you can use it to hurl your troops forward!
Scouts also have the Outflanking special rule. I have covered this above.