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tank shock ?
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Old 14 May 2005, 23:09   #1 (permalink)
Shas'Vre
 
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Default tank shock ?

i just wanted to know a little more detail on tank shock can any one tell me how they use it in battle
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Old 14 May 2005, 23:28   #2 (permalink)
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Default Re: tank shock ?

have you read page 55 in the rule book???
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Old 14 May 2005, 23:31   #3 (permalink)
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Default Re: tank shock ?

Cant say that i've used it myself. With a railgun I usually try to stay away from anything that could potentially blow it up. But it would be a great way to break a squad. First tank shock, then he'll have to take a moral test. Then shoot up the squad with everything you got. Hopefully it will be enought to make them take another moral check. And if you lucky you might be able to get them to take a pin test if they get hit by a pulse carbine. Theres no guarantes. But making him take three LD test should usually do some damage.
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Old 14 May 2005, 23:46   #4 (permalink)
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Default Re: tank shock ?

Short reply - don't tank shock with hammerheads. Stick to devilfish since they are less of a point sink. If you're using pathfinder devilfish with the intent of using the scout move and then getting in their face, you might want to invest in a flachette launcher.

Good hunting.

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Old 15 May 2005, 00:22   #5 (permalink)
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Default Re: tank shock ?

Tank shock works very well against certain units and armies. Just ask "Richard" here (Rich) about his experience with tank shocking necron warriors.

The thing is, if you have any unit behind devilfish with good weaponry, you can travel forward, while pushing the devilfish in their way to force them back and back and back, and if you have two devilfish, you simply push them too far and they can't get around while worrying about being shot at from behind the fish by your other unit (such as grouped firewarriors, xv8 and some stealths for example). They could shoot or attack the devilfish, but a wasted turn of fire on the fish means more damage from the other squads behind them, plus the fish themselves can shoot.

It all comes down to situation. I don't just randomly tank shock things, but I tank shock from a direction that forces their "shortest direct path" to be one of my choice if I can manage it (such as right into terrain, or towards a board edge, etc). It's a great way to root out people who are in cover and you can't get to them and it's a good way to really mess up objective carriers. Every now and then, if a unit fails the moral check, they fall back as per normal, and if you're lucky you can force them to not be able to regroup if you're close enough to them, in which case you can escort them off the board (this works well with 2 skimmers by the way).

The key is simply knowing when moving an opponent is better than not. For example, ramming a heavy weapon team from a direction that forces their big weapons to lose line of sight to the cover they were huddling around is great.

I personally tank shock tyranids pretty often, as they generally always pass their moral and move away, which could put them in difficult terrain. It slows them down quite a bit when I need it to happen.

I also tank shock groups that are trying to span out in large formations to take less damage from templates - you can force your squad to fall back but they must remain in coherency, otherwise, they are broken and cannot regroup until they are in coherency again. That's why it works well on Necron warriors forming lines. It also forces the entire squad to wrap around a skimmer, and if you have two skimmers, it can force them to completely waste a few turns trying to get around, or to simply waste their time shooting at the fish while the rest of your army unloads of them freely.

Tank shock isn't useless and isn't as futile as many think. It's part of the rules for a reason, and can even work against vehicles. Devilfish can move chimeras and rhinos with ease, which can be pretty useful to move them into terrain that may force them to take a test and become immobilized (if they have no other direct route of course).

There are ways and reasons You have to use it to figure them all out and it generally is not something that is guaranteed or even really plannable as much as leadership tests are for example. And of course, picking your targets wisely is important (such as you wouldn't tank shock something that can easily damage your skimmer with their automatic hit from a powerfist or monstrous creature for example, or a meltabomb squad, etc).
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Old 15 May 2005, 01:01   #6 (permalink)
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Default Re: tank shock ?

Quote:
Originally Posted by wera the master of dogs and eater of things
have you read page 55 in the rule book???
i know the rules i just ask if people use it in battle and what the outcome was
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Old 15 May 2005, 01:21   #7 (permalink)
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Default Re: tank shock ?

Quote:
Originally Posted by MalVeauX
Tank shock works very well against certain units and armies. Just ask "Richard" here (Rich) about his experience with tank shocking necron warriors.

The thing is, if you have any unit behind devilfish with good weaponry, you can travel forward, while pushing the devilfish in their way to force them back and back and back, and if you have two devilfish, you simply push them too far and they can't get around while worrying about being shot at from behind the fish by your other unit (such as grouped firewarriors, xv8 and some stealths for example). They could shoot or attack the devilfish, but a wasted turn of fire on the fish means more damage from the other squads behind them, plus the fish themselves can shoot.

It all comes down to situation. I don't just randomly tank shock things, but I tank shock from a direction that forces their "shortest direct path" to be one of my choice if I can manage it (such as right into terrain, or towards a board edge, etc). It's a great way to root out people who are in cover and you can't get to them and it's a good way to really mess up objective carriers. Every now and then, if a unit fails the moral check, they fall back as per normal, and if you're lucky you can force them to not be able to regroup if you're close enough to them, in which case you can escort them off the board (this works well with 2 skimmers by the way).

The key is simply knowing when moving an opponent is better than not. For example, ramming a heavy weapon team from a direction that forces their big weapons to lose line of sight to the cover they were huddling around is great.

I personally tank shock tyranids pretty often, as they generally always pass their moral and move away, which could put them in difficult terrain. It slows them down quite a bit when I need it to happen.

I also tank shock groups that are trying to span out in large formations to take less damage from templates - you can force your squad to fall back but they must remain in coherency, otherwise, they are broken and cannot regroup until they are in coherency again. That's why it works well on Necron warriors forming lines. It also forces the entire squad to wrap around a skimmer, and if you have two skimmers, it can force them to completely waste a few turns trying to get around, or to simply waste their time shooting at the fish while the rest of your army unloads of them freely.

Tank shock isn't useless and isn't as futile as many think. It's part of the rules for a reason, and can even work against vehicles. Devilfish can move chimeras and rhinos with ease, which can be pretty useful to move them into terrain that may force them to take a test and become immobilized (if they have no other direct route of course).

There are ways and reasons You have to use it to figure them all out and it generally is not something that is guaranteed or even really plannable as much as leadership tests are for example. And of course, picking your targets wisely is important (such as you wouldn't tank shock something that can easily damage your skimmer with their automatic hit from a powerfist or monstrous creature for example, or a meltabomb squad, etc).
thanks bro im going to give it a try there bin plenty of time when i was in some troop face with my skimmers and never tank shock when i could have
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Old 15 May 2005, 01:47   #8 (permalink)
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Default Re: tank shock ?

Tank Shock rarly gets the job done, and besides, why leave your tank vunerable to the back armour so others can hit it more easily.
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Old 15 May 2005, 01:53   #9 (permalink)
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Default Re: tank shock ?

Quote:
Originally Posted by freaky_beef
Tank Shock rarly gets the job done, and besides, why leave your tank vunerable to the back armour so others can hit it more easily.
i dont think that the case if u stop right where they unit use to be they will have to move away from your skimmer not closer so your rear should not be easyer to hit pluse if u do it with a unit like 12 FW or even two DF it could make it very hard for them to get a rear armor shot let not for get moral they could fail that too
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Old 15 May 2005, 02:01   #10 (permalink)
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Default Re: tank shock ?

To tank shock, you need to move all the way across the unit you plan to tank shock. The people that you are tank shocking need to take a leadership, if they pass, they move out of the way while your tank goes by, leaving the back armor exposed. Not such a brillaint idea.

Plus, if you were to tank shock a unit with good guns, death or glory can be a raper to you!
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