Don't Mess Up THIS in Warhammer 40K – Transport Rules + Tactics



Let’s talk through using Transports in game in Warhammer 40k!

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0:00 Intro
1:13 What Transports Give You
2:53 Which Units Want Them?
5:16 Transport Basics
7:54 Embarking + Disembarking
12:25 Destroyed Transports
14:43 Firing Deck
17:50 Preventing Special Rules
21:30 Basic Transport Tactics
24:05 Some Other Options
26:12 After Contents Have Been Dropped
28:26 Outro

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35 thoughts on “Don't Mess Up THIS in Warhammer 40K – Transport Rules + Tactics”

  1. Sagitaurs have the double bonus of increasing the number of units you have, which is uniquely good for Votann, allowing you to separate models by expendability, which gives you something you don't feel bad sacrificing for an objective, since they generate you a Judgment Token when they die.

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  2. I can't imagine GW actually wants anyone to take six Dedicated Transports in their lists. By my math I could put together a Tau list that's just six Devilfish, six units of Breachers, three Fireblades, three Ethereals, three units of Stealth Suits, two Skyrays and two Piranhas. Does GW want me to do that?

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  3. Should I take an Archaeopter Transvector in my Admech list. I know no one does but they seem better than people give them credit. They can deepstrike turn 1. maybe 150 is just too much for the shock value?

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  4. Can we get a clarification, especially with Eldar coming out, about move shoot moves and consolidation moves regarding transports? I feel like most players are likely to get those wrong the most

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  5. You said enhacements dont work with heroes in the vehicle but the GSC have an enhancement to increase BS while transported, so my dumb common sense says thats ok? The bug inside gives reroll to hit so THAT ability is null?

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  6. i would like to ask a question on this topic. What about getting out after destruction and terrain. Can you just get out on the second floor?

    I had this last week. A Brutalis melted down a Falcon (ridiculous diceroll) which was standing next to ruined buildings. The infantry got out on the second floor and so my Dreadnought could no longer charge.

    I've started playing WH just this year so don't take any knowledge for granted 😅

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  7. An old strategy in other editions with my Orks was to JAM a Trukks right into the enemy's face, at least 1 Trukk tended to be filled with Tough Units like MegaNobz, Nobz and a Warboss. But Trukks of cheapo boyzs also worked. Have it next to scenery but close enough to risk the Trukk exploding into their faces, so the boys can exit into scenery. Its rare they can get them all and the risk of Exploding Trukks will punish them more than me for any Army more elite then Orks,, Slamming Trukks into front lines is just FUN. I once had 4 Trukks do some damage in melee then detonate into a Space Marine force and really soften them up as 2 exploded at max damage..

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  8. I have a question taht I haven't been able to find actual official answer on, only debate. And nothjing in writing. Maybe somebody knows.

    If I have a dedicated transport scout into position outside of 9" of an enemy unit, then disembark the unit it was transporting (lets say Dominions), can they then disembark inside 9"?

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  9. So if u have a unit embarked in a transport in reserves, when they come in do they have to be embarked in the transport? Can they come on to the board edge separetly? And if not can they disembark from the transport when coming in on the board edge?

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  10. A general question regarding transports arriving from strategic reserves: The rules state that the unit arriving from reserves must be within six inches of a board edge. Does this include the units disembarking from said transport? I can see in the rules that there is another statement that suggests that the only limitation is that the units disembarking must be nine inches away from enemy units. Does this take priority over the six-inch rule?

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  11. I recently had a Trukk deal eight mortal wounds to Angron between Tank Shock and it exploding in his face when he inevitably eviscerated it a minute later. Was funny. Using Tank Shock is also about the only time my Trukks ever do damage as I can't seem to roll for shit on their shooting or melee. This is, of course, assuming they don't get shot down before even getting the chance to move.

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  12. my favourite use for transports is a world eaters Rhino, put kharn + 10 berserkers in and it stops him from doing the roll to kill the units in his squad, helpful for getting him up the board without taking out half of your battleline

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  13. "It's not allowed for transports using Rapid Ingress though"
    This is either wrong, or Vanguard Tactics Death Guard Players and every GT they went with their Plague Bus did this wrong.

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  14. Malignant Plague Casters (2 five man plague Marines with one MP each) running around in a Rhino keeps the units safe from hazardous failures.
    Not sure it's the best use, but it's still an idea

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  15. A unit cannot embark and disembark in the same phase, but can do so in the same turn. For example Eliminators with their move shoot move can disembark in your movement phase, shoot, move and end within 3" to embark in the shooting phase in the same turn.

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  16. auspex, what happens when you have a transport with troops that the enemy focuses / one-shots with their tanks turn 1? even trying to position behind cover i've had issues getting a transport to the other side of the board

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