Warhammer 40k Sneaky Tactics
In this section we will look at the Warhammer 40k sneaky tactics. Sneaky tactics include
Infiltration, Deep Strike, Reserves, and Outflanking.
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.
Reserves Tactics
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 Tactics
Outflanking is the second sneaky mission rule. This rule allows units to come on the table from the
sides.
Outflanking units come on as Reveres, 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 assault on the same turn they turn up. This means that regular troops can assault
anything with in 12" of the table edges, and fleet of foot squads can assault from 13" to 18" in from the table,
depending on the 'run' roll. If you pick targets up to 15" in then you are likely to get there. Flanking units that
come in transport, or on bikes, will be able to strike deeper. Do your best to pick a route that does not go over
difficult terrain.
Most games are played on a 6x4 foot tables. This may mean that flanking troops could have further to travel to
reach their targets than the rest of the army. On 4x4 tables flanking troops have a major advantage. Bear this in
mind when you are planning your army.
Infiltration Tactics
Infiltration Tactics are one of the universal special rules. This meant that you get this special rule all the
time.
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!
Scouts Tactics
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 cot 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 and Outflanking
Scouts have the Outflanking special rule.
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