Warhammer 40k
Tanks and Tank Tactics
 Adding a tank or two to your army makes a big
difference. As always, don't over do it. Tanks that are not supported by friendly infantry are vulnerable
to enemy infantry. Tank are most useful when there is less scenery, their weapons tend to be longer ranged
and line of sight is needed.
> Also See Spearhead add-on Rules.
Weapon Choice
Tanks often have several weapon choices. Sometimes this is the choice of the main weapon, often it is the choice
of secondary weapons. This choice will have to be made at the time you build the tank. Think carefully when
building your model, and think about ways to leave the weapon choice as flexible as possible. For example, can you
fix the weapons on by Blutac, clips, or magnets so you can swap the weapons as needed?
One Target
If you take a tank with several weapon remember that they all have to shoot at the same target. Decide if the
tank will have a anti-tank or an anti-personnel role and equip accordingly. A tank with mixed weapons will be more
flexible, but one set of weapons will be redundant each turn. If you are unsure take two tanks, one armed for each
role.
Ordinance Weapons
 In Warhammer 40k many tanks come with
an Ordinance Weapon. These are great for making big holes in your opponents ranks, but make the
tank less mobile. If you decide to take a Ordinance Weapon make sure that you set up your tank
where it a has good field of view.
5" Blast Marker
Most Ordinance Weapons use the nice large 5 inch blast template. This makes nice large holes in swarm
armies.
Move and Shooting Ordinance
You can move and shoot ordinance weapons with the usual penalties.
Ordinance Damage Table
When rolling for damage you get two dice and get to pick the highest. This means that you will get a vehicle
destroyed (roll 5 or 6 ) on a glancing hit 20in36 times simplified to 5in9 chances. This means that for every nine
attempts you will destroy the enemy five times. When you get a penetrating hit this increases to 24in36 chances
simplified to 2in3 chances.
When you roll to damage

Tanks As Cover
Tanks block the line of sight. This means that if you hide your troops behind a tank they can not get shot
(guess and template weapons, excepted). This is great if you want to do a 'sneaking advance', i.e. one of the
slower armies (Imperial Guard, Salamanders, etc.) need to advance. The counter tactic to this is to use guess
weapons that do not need a line of sight. Placed correctly the blast template would hit the weakest tank armour at
the rear.
The down side of using tanks as cover is that they blocks the line of sight for your troops too. Also advancing
tanks are susceptible to assault by Power-Fists and melta bomb welding maniacs.
Tank cause tank shock
This can be used to scatter your opponents formations just before your tactical squads assault. Yesterday I saw
one player tank shock another Space Maine squad that was on the table edge. The squad failed it's leadership test
and ran clean off the table!
Transport Vehicle Tactics
When you are using transport vehicles, you should be asking
yourself, 'Why am I transporting these troops?' and 'Where do then need to go?'. If you realised that you do
not need to move the troops, don't bother with transporters and use the points for something else.
Common uses for transport Vehicles are for speeding up and protecting assault troops, rapid deployment reserves,
'hit and run tactics', and as bait for traps (see below).
Transport Vehicles can also be used as mobile bunkers as half the occupants can shoot from in side. Please note
that if the Vehicle moves then the troops count as moving so they can not fire a heavy weapon.
Most Transport Vehicles have quite light armour as tanks go. Bolter's can glance the Armour where the Armour Value
is 10, and a Heavy Bolters and Heavy Flamers can cause glancing hits where the Armour Value is 11.
Blocking Line of SightAll Vehicles block line of sight. This is great if you
want to advance your troops forward. Move the Vehicle ahead of your troops and your opponent will have limited
targets to shoot at.
Most Transport Vehicles can be armed with weapons. Imperial Guard and Marine transport can be upgraded to have a
Plintle Mounted Storm Bolter too. These weapon upgrades are recommended as they give a use to your Transport
Vehicle once your troops have been delivered.
Move your vehicle around to the back of an assault, or through a squad that you are about to assault. If you can
cause tank shock along the way, you have the chance to catch that squad in cross fire and wipe then all out.
Keep your Transport Vehicle in the general area of it's assigned troops so they can pop back in to it and cause
mayhem else where as a moments notice.
Bait & Run
Troops with a Transport Vehicle make excellent bait for traps. If you make the target look vulnerable your
opponent may well move forward to attack it. At this point you could either withdraw just enough for him to follow
you and then counter attack from an unexpected quarter.
Taxi!
In the version 5 rules, transport vehicles can pick-up and drop off other squads (if they can fit in). They can
only carry one squad at a time, but it does mean that by investing points in one transporter, you can increase the
effectiveness and value of several squads.
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