Author Topic: Vehicle guide by Captain David1026  (Read 1647 times)

0 Members and 1 Guest are viewing this topic.

Offline Hawkeye299

  • The Hawkboss
  • Global Moderator
  • Chapter Master
  • *
  • Posts: 529
    • View Profile
Vehicle guide by Captain David1026
« on: October 11, 2013, 02:53:31 PM »
Hello and welcome to the vehicle guide to 6th edition as written by Captain David1026

I would like to start by thanking Captain David1026 for his contribution.

Cheers man.

Hawk ;D

Without further ado lets get to the meat of the article.

Lets start with "light vehicles"; light vehicles in today's militaries are vehicles with little to no armor, no or almost no transport capacity, but they are not meant to be a transports, and are usually fast, very very fast. In 40k terms, while looking throw your codex of choice the vehicles that will fit the bill sound something like this.
The vehicle is going to be all or a few of else things:
1. Armor value of 11 or less on almost every side
2. Open topped
3. One or two weapons on the vehicle itself
4. A low transport capacity(more than likely isn't a dedicated transport)
5. Small in size (the model)
6. Isn't a walker or tank vehicle type

The trick to using these types of vehicles as a whole is keeping them safe until you need them to do something or just going balls out(my favorite). Keeping them safe is simple for the most part but by no means is fool poof(like everything in a dice based game). So you could keep them behind something on turn one waiting for the alpha strike to pass, keeping them in reserve does the same thing but can take a turn or more. Other great way is to keep them moving(not just for grabbing jink saves if the unit gets them) which keeps AT or assaults units at bay or just to move them from cover to cover. Remember that since these vehicles are the aforementioned skateboards it is really bad for them to be in the middle of the board for no reason(of course you don't always choices but try your best), keep to the flanks of the board. Lastly, keep them behind something in your deployment zone just out of the way enough to not be without support from your army but enough to make it unlike for your opponent to go after them, not talking about them or doing anything with them will increase your odds. [Just put the vehicle(s) down in the right sport and forget about it until you need it.] Wait until late in the game turn 5'ish for example, than have them jump out and do their job when both sizes having pretty much nothing left on the board, making even more likely to get the job done.

So let's spit these vehicles into three different types, passive, aggressive, and utility. Starting with the easiest first, utility light vehicles are things like the Space Marine Land Speeder Storm and the Dark Eldar Venom. Basically, a small lightly armed and armored fast transport that isn't your codex's "primary" transport vehicle. Now how to use them best really comes down to what you want the vehicle and/or the unit inside it to do. You could for example have them be loaded up on all AP(anti-personal) weapons and have it go hunt down place holder units in the later game turns. Have them with all AT(anti-tank) weapons and go after the enemy artillery vehicles or monstrous creatures; or have some kind of combo of the two and have them blowing up transports than shooting what falls out of the wreck(only work well with open topped vehicles, for the most part). Using them to take or contest objectives on turn 5 or the gunboat! A gunboat style unit is for harassment of your opponents scoring units. Just load the unit up on AP weapons with a lot of shots and have them wait in cover for a unit to move into the open and then sent the gunboat with in range and watch to scoring unit disappear under the wait of dice(use against scoring units that are not in a transport). A similar thing is the assault boat which is by and large the same thing but replace a shooty unit in the transport with an assault unit and apply it to the tactics from before.

A passive vehicle, for the most part, shoots targets form long ranges using it's speed to keep it out of trouble or acts has a support unit, much like some of the specialists Land Speeders in Codex: Dark Angles. Support in this case means: following other unit around putting down fire to help a friendly unit complete it's task or giving units around it some type of bonus. But, these vehicles don't have a transport capacity, that would make them utility which acts differently in most cases.

Aggressive light vehicles use their speed as a weapon to get in close to their prey, destroy or cripple it, than move on to the next victim! Else units usually take the form of a tank hunter unit or a seek and destroy unit. The ladder is now a very important thing in the current 40k meta where minimal sized squads are being used as place holder units. How do you get to a unit that's park behind something far back in your opponent's deployment zone; simple, just take some vehicles that are basically just skateboards with a engine, fuel tank, and lots of guns taped to it and have it go around(or over) everything and blow the little camp site away. You could also use the unit as a fire sponge just have it look threaten enough add turbo-boost for the extra cover saves(or something similar) and watch the round come in and do nothing or very little.

Offline Hawkeye299

  • The Hawkboss
  • Global Moderator
  • Chapter Master
  • *
  • Posts: 529
    • View Profile
Re: Vehicle guide by Captain David1026
« Reply #1 on: October 15, 2013, 04:05:14 PM »
Tanks

So lets talk about heavily monsters of the battle field, tanks. Today tanks and their rolls come from not only their armaments but how they are armored and how the nation's army uses them on the battle field. That being said you many be wondering what the main job of a tank is for the most part is to kill infantry. Wait, what no the main job of the tank is to kill other tanks; well you're not completely wrong some tanks are build to do so but when the first tanks rolls on to the fields of WWI they were there to go over the trenches and kill the infantry simple as that. Now so of you guys are saying,"yes that it true David but that is real life and this is 40k!" Well to that I have to say look at the MBT(main battle tank) of the MEQs: the Predator. It has four different types: the destructor(auto cannon turret), the annihilator(lascannon turret), and two different Baal predator types(A.twin assault cannon, B. flamestorm cannon). Only one of those tanks as a main weapon for killing tanks; the Baal and Destructor patterns can take out lighter armor but those weapons still work great for taking out infantry. What is a tank in 40k terms? Well, anything with the vehicle type tank and that doesn't have a transport capacity.

Some general guide lines for tanks:
1. If you don't plan on it moving forward keep it behind some
2. Always have its front armor facing the biggest threat(usually its target)
3. Never have your tank go without support from infantry or something else
4. If your tank is going after another tank don't not try to take it out head on ever! Remember #2
5. Your tank out shoot most infantry but it still can hit in close combat!

Alright let's getting into the different types of tanks:
Light
Medium
Heavy
Assault

Light tanks are pretty much what it says on the can. It's a tank that's lightly armored and fast. For the most part these tanks are used as anti-tank tanks(what?!). These work really simple have it wait in cover for something big to drive in to line of sight than KAAABBBBOOOO! This also works for tanks that have outflank because that is about the closest thing you can get to an ambush on the tabletop. Remember light tanks usually do have the armor to take on the other tanks in a straight up fight; always have them go around them to shoot at the flanks or rear of its target. The other way these tanks act is as scouts. That doesn't really apply to 40k because we can see the whole battle field. But this doesn't mean they're out of the job however. You can use them to grab first blood or to be a bullet sponge unit. The bullet sponge is pretty simple just take a tank that is fast have it run up the middle of the board with the intended goal of killing one unit than blowing up when your opponent shoots his whole army at it. Your opponent wastes that round of shooting on one thing you just got a free turn. Lastly you can use these tanks as the tip of an armored spearhead or pulling escort duty for lighter vehicles like APCs.

Assault: these tanks act two different ways and for the most these tanks are also light and heavy tanks. Keeping in mind that assault tanks are light and heavy tanks but light and heavy tanks are not assault tanks. Light assault tanks when tasked to do anything they act like other light tanks but these tanks do it closer. The tanks runs up to something than shoots it at close ranges. The other assault tanks, heavy assault tanks, are usually slow and they have short range weapons. Whole idea is to have this tank hunt down dug in infantry and fortifications. These tanks generally look like a big gas tank with treads or a wall of steel with a whole in it for its huge gun and it moves! How does with tank work, well find something with a very good cover save than just apply this tank and watch that thing go away. Your opponent has a bastion well take this vindicator and have it put its gun in the bastion's window and sudden the problem goes away.

Medium tanks are commonly used as main battle tanks(MBTs); this is because these tanks are the most common. What does a MBT(also stands for medium battle tank) look like or some stats that it follows? That really depends on the codex, just find the littlest tank than find the heaviest and whatever is in between is usually it. What is its main roll; whatever you need it to do it is a take on all comes tank, the every mans tank. These tanks can usually have a ton of upgrades and if you're going to upgrade the tank to do a job make sure the tank is still able to do something else. Take the classic Leman Russ MBT image: it has a battle cannon(kills everything pretty well), hull mounted lascannon(kill tanks and monsters), sponson heavy bolters(kills infantry), and a pintle mounted heavy stubber(get defensive weapon). The tanks just works better to when its a jack of all and a master of none. They are the master of generalization.

Heavy tanks are the easiest to not only spot but use. These guys are mostly used mobile command bunker or moving forts...or as rollaskates for warlord titans! All joke aside militaries around the world haven't used something like this seen the German king tiger heavy tank or siege towers lasted use sometime after the fall of Rome, or when the orks were assaulting Helmsdeep during the third age!(yeah I went there) Um pretty much have it move forwarded(of course remembering the general guide lines) and killing everything. "Tank kills everything!", Halo 3 marine.(went there again) Another go way to use this kind of tank is to be mobile cover, no really! Take the Necron monolith, it's the size of bastion literally and it moves. Go find a Necron player who started in with they're codex and ask them were them put the Nightbringer, go ahead I'll wait.... See what I mean! The 40k rule book says you can't take cover with you the heavy tank says no! Lastly since the thing has a great chance of being around on the turn of the game use can use it to tank shock troops off of the objectives. Just measure out the foot pint of the tank than add a inch to every size(because you have to stay one inch away when not in the assault phase) if all the size plus the inch is more than three inches(the max range for scoring) than your opponent can't hold the objective. One last thing move every turn, you can't be in cover when you are cover and you also don't loose anything(interns what can fire at full BS move the vehicles) so you might as well use the very scary block off wood to get something like line breaker or to have your opponent waste his time trying to stop it.

Offline Captain David1026

  • Battle Brother
  • *
  • Posts: 62
    • View Profile
Re: Vehicle guide by Captain David1026
« Reply #2 on: November 09, 2013, 04:13:41 PM »
Hey I'm sorry I have been very bizzy ill posting another one very soon

Offline Hawkeye299

  • The Hawkboss
  • Global Moderator
  • Chapter Master
  • *
  • Posts: 529
    • View Profile
Re: Vehicle guide by Captain David1026
« Reply #3 on: December 04, 2013, 05:36:19 AM »
Walkers

Walkers have much to be desired in the 6th Ed battlefield, not to say that they're useless. So what would be general guide lines for walkers...
treat them like monstrous creatures
have them support infantry

So I'm going to explain myself a little here; so monstrous creatures, accounting to the rule book, are basically very large infantry. So it's not to hard than to think that walkers are similar to monstrous creatures. So how does that work on the table top, well keep them behind cover if they have long range shooting and if they have a flamer then run them into some unit. Now that is very similar to how most people use infantry, thus, monstrous creatures and walkers are just big infantrymen. So to make it simple just treat walkers like infantrymen.

So let's get into some more advise stuff. We are going to put walkers into three different types:

supportive
aggressive
passive

So passive walkers are pretty easy to use. Think of a passive walker like a devastator squad, they keep still, in cover, in a position with good LOS. They are basically a gun carrier, think Grey Knights Dreadnought with two twin linked auto cannons arms or Eldar War Walkers with bright lances.

Aggressive walkers want to be shot; they are meant to be moving constantly until they complete their job. The idea behind them is to out fit them so they can preform one job, killing infantry, popping tanks, or shedding aircraft. These guys are lone wolves, not to say that units can't work with them but they are meant be shot at. So when you guys use these don't worry if they died after they kill one thing that's their job.

Supportive walkers are a little harder to use. They can function based on the unit they are with. Think of them like a dedicated transport, they're just meant to be used with that unit. The walker itself won't be much of a threat on less someone get near it's home unit. So lets use an example, so you have a group of scouts sitting on an OBJ behind a defense lines. So sitting a little to their left is your dread with an assault cannon, power fist, and a under mounting flamer. Now, enter a enemy deep striking unit, they hit the scouts but they don't do too much damage but your scouts can't take an round. Your dread moves up, shoots than assaults the deep striking unit; maybe it will win maybe it won't, regardless the dread ties them down. This type of walker should be arm for general combat(medium range weapon plus some CQC thrown in). Then just have them in front of or to the side of an infantry unit. The walker is than three different things; an extra heavy weapon for the unit, a tank or monstrous creature killer, and a screening/ blogging unit. If some swarms unit comes throw the walker at it; if a tank drives up have the walker blow it up.

So that's it guys best of luck and as a special message to fritz the last part of this might be a use of a Hellbrute.