The way Vehicle Squadrons operate in v6 has changed dramatically in some aspects, but still retain some of the rules introduced in the previous edition.

Some of the things that remain the same are the 4" coherency, and the ability to see and shoot through members of their own unit. Beyond these points, the way squadrons fight in v6 is very different.


Squadron models work like other units in v6 where some models can remain stationary while others can move as long as they remain in coherency. This allows stationary units to maintain a high rate of fire while other members of their unit advance or withdraw. This also includes moving Flat Out. This kind of maneuvering allows for squadron members to put distance between potential enemy assaulting units. It also allows for squadron members which have suffered damage to move to a position where other squadron members can draw fire away from them - all while maintaining an improved rate of fire.

"When shooting at a squadron hits must be resolved, one at a time, against the model in the squadron closest to the firing unit - exactly like you would resolve wounds on a normal unit."

Some sutuations can arise with Vehicle Squadrons that are not covered directly by the rules.

There appears to be no option for Focus Fire (page 18) when it comes to shooting at vehicle squadrons. Another situation is when shooting at a vehicle squadron that has one or more models which are out of line of sight, or with the nearest model out of line of sight.

In these cases perhaps the best way to resolve things is to take to heart the wording in the Shooting At Squadrons section (page 77): "...roll To Hit as normal." and "...exactly as you would resolve Wounds on a normal unit."

This would then permit things like Focus Fire and to enable models in a squadron which are out of line of sight from the shooting unit to not be eligible to have hits allocated to them.
With the way hits are resolved, damaged squadron members can be moved to a position where hits in future turns are allocated to a closer squadron member -this goes a long way to increase the survivability of the unit. Another important change is the ability to Abandon Squadron-mates should they become immobilized. In the previous edition, such an occurance would effectively destroy the squadron member. Now these models form their own unit once left behind and can still contribute, or remain part of the squadron until abandoned.

With the changes to the way shooting is resolved, squadrons no longer need to worry about their shooting effectiveness being diluted due to varying strengths and AP of their weapons. Since the player doing the shooting gets to decide in what order the Wound Pool gets resolved in these cases. (page 15 Mixed Wounds).

This makes a big improvement in the effectiveness of a squadron's shooting.

The rules for Assaulting Squadrons and vehicles in general make vehicles more vulnerable to such attacks. Models from squadrons that have enemy in contact with them are going to be the first to be destroyed but a strong assaulting force can quickly turn an entire squadron into wreckage.

Defending a vulnerable vehicle squadron from being assaulted should be an important consideration. Destroying, impeding or simply moving away from such threats to keep your squadron firing is usually preferable than staying stationary and taking the gamble that the enemy will be out of assault range. That being said, ensure your squadron has an escape route available to them.

One core principal as to why to select a squadron is to free up Force Organization slots for other selections. With the advent of multiple detachments this is no longer a necessity, but the improved shooting rules and the survivability of immobilized members may see the revival of these units on the battlefield.

Vehicle Squadrons - A Force Multiplier.
1/7/2013 01:49:42 pm

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