Recently, we looked at anti-tank tactics in Bolt Action – how you might make an irritating enemy tank go away. In that article, we touched very briefly on the idea that a tank of your own is a great anti-tank option, but in the interests of brevity it was left for another article – and here we are! Today, we’ll be taking a look at the noble art of armoured warfare, and some of the top tips (and sneaky tricks) you can use to get the better of your opponent in a tank-on-tank duel. Let’s talk about… armoured tactics!

As with the anti-tank article, let’s establish a baseline engagement. We’ll give both ourselves and our opponent a couple of Regular medium tanks (Damage Value 9+) with a heavy anti-tank gun and a pair of medium machine guns each – at about 225 points this profile covers such iconic ‘mediums’ as the Panzer IV G/H and T-34/85, and is a nice simple illustration of the capabilities and vulnerabilities of tanks in general. As we discussed in the previous article, the +6 Penetration on the heavy AT gun requires a 4+ to penetrate a Damage Value 9+ medium, and I hate relying on what is essentially a coin-flip. This is where tactics come in, both to get the kill and keep your own vehicle safe!

A Bolt Action T-34/85 medium tank by Warlord Games
Rugged good looks! A T-38/5 serves as one of our example vehicles today.

Tank combat in Bolt Action really begins at deployment, and tends to be a case of ‘who blinks first’. For games using Prepared Positions, you really want to deploy your armour last! While this may seem somewhat counter-intuitive, given the amount I talk about seizing the initiative and taking decisive action, there is a good reason for this. Once your opponent has placed their tanks, you can situate yours in an optimal firing position – remember, we’re always looking for flank or rear shots where possible.

If you find yourself in a situation where you must deploy your own armour first, be mindful of lines of fire across the board, and try and give it at least some cover. Of course, who shoots first in this scenario is still at the mercy of the dice gods – not so when you’re using the Meeting Engagement deployment method. With this in play, units can enter the table on an Advance order, meaning of course that they can shoot! The last thing you want to do is bring your tanks on with nothing to shoot at, only to have your opponent bring theirs on straight after and get the first shot away! Always try and make sure your tanks are the last thing you deploy in these cases, and even consider leaving your tanks in reserve, particularly if you’re playing with the Fog of War deployment rules!

Once the tanks are on the table, you can get down to the nitty-gritty of armoured action. However, there is one very important thing to remember – the enemy tanks are not the only thing in their army! Many incautious tankers have become target-fixated on their opposite numbers, only to fall victim to enemy anti-tank weapons, or see the game lost around them. Our example tanks are potent anti-infantry weapons with their HE shells and machine guns, and the most tactically sound course of action will not always be to chase the enemy tank around the table looking for that one perfect shot – sometimes it’s best to stay put and brass up the footsloggers instead! Similarly, don’t ignore other enemy anti-tank weaponry – make sure they’re dealt with so you can engage the enemy armour at will.

T-34 and Panzer IV tanks from Warlord Games face off in a game of Bolt Action.
Face-off! Our T-34 and Panzer IV run headlong into each other!

With that preamble aside, let’s look at actually engaging enemy tanks. The first rule of thumb for me is to shoot first, and shoot often. Usually I’m much more a proponent of waiting until it’s just right before taking a shot, but when it comes to tanks, you want to maximise your chances of getting a hit through weight of fire. The great advantage of a tank over an anti-tank gun is that the tank can fire and move (albeit with the commensurate to-hit penalty), and you should make full advantage of that as you move into optimum firing position. That 5+ to hit against the enemy’s frontal armour may not seem like great odds, but remember – a hit means a pin marker, and if you do manage to do some damage, you can put yourself in an advantageous position early in the engagement Pinned enemies are also much more likely to fail a crucial order check, handing the initiative firmly to you or even disappearing off the board. Say it with me now – Pins mean Wins! Naturally, your opponent will be trying to do the same to you, so try and make sure you get the first shot off – tanks are a fantastic candidate for activation with the first dice out of the bag.           

A T-34 tank takes aim at a Panzer IV in a game of Bolt Action by Warlord Games.
A tricky shot, with intervening cover, but one well worth taking!

Getting the upper hand positionally can be a very challenging prospect, and it’s rare that you’ll ever achieve full positional superiority. One of the best ways to do it is to use terrain and supporting units to your advantage. There’s nothing quite like a narrow passageway between terrain and the threat of a lurking flamethrower (for example) to control where the enemy tank is likely to go, and if you can anticipate their movement then you can manoeuvre to just the right spot to exploit it. There are also some very nasty tricks you can employ regarding the proximity of enemy forces to their own armour – remember, they can’t take the shot if it would pass within 1” of a friendly unit, while you can fire freely in return, so try and utilise everything you can to block their lines of fire while keeping yours open. What’s more likely to happen, however, is a situation where you have to ‘offer’ the enemy something in order to ‘get’ something from them – essentially making your own vehicles somewhat vulnerable, knowing that to come and get you, they’ll have to do the same. A classic example of this is a bold flanking rush, giving you a clean shot at the enemy tank’s side armour… but leaving them with the same in return if you don’t get the kill. You can also use one of your own vehicles as ‘bait, while another lurks on Ambush – if your opponent simply can’t resist taking the juicy shot, then you can pounce! If you’re going to take this risk, make sure you’re maximising your likelihood of a successful shot – get as close as possible, try and negate any cover the enemy may have, and of course… pray to the dice gods!

Two tanks from Warlord Games aim at each other in a game of Bolt Action.
Outflanked! A bold dash gets the T-34 into a great firing position, but exposes its own side armour. Take the shot, quick!

Bolt Action: Third Edition lets you field more tanks than ever before, making it essential to know how to handle yours and deal with the enemy! Our range of armoured fighting vehicles is enormous, allowing you to tailor your Armoured Platoons to your exact specifications!

Gunner, target 10 o’clock, tank, 200 yards. One round AP, FIRE!

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