⚔️

戰術核心七觀念Seven Tactical Fundamentals

Threat Range · Screening · Focus Fire · Trading
規則讀熟不代表會玩。新手多半熟悉自己的單位卡,但在戰場上卻做不到威脅估算、火力取捨、資源交換等抉擇。本頁整理七個最基礎但最常被忽視的戰術觀念,每項配合情境與常見錯誤,讓你第一場實戰就能做出像樣的決策。 Knowing the rules doesn't mean knowing how to play. New players memorize their datasheets but struggle with threat assessment, target priority, and resource trading. These seven fundamentals are the skills that turn a rulebook-reader into a player who can make real decisions.
01威脅範圍Threat Range 02人牆遮蔽Screening 03優先目標Target Priority 04火力集中Focus Fire 05犧牲交換Trading 06走位順序Activation Order 07CP 經濟CP Economy

一、威脅範圍1. Threat Range

01
他下一回合能打到我哪裡?Where can he reach next turn?
威脅範圍 = 移動 + 衝鋒(可加 推進)+ 交戰距離。精確計算對方單位下回合能觸及的最遠距離,是佈陣與走位的基礎。Threat Range = Movement + Charge (optional Advance) + Engagement Range. Calculating the farthest distance an enemy can reach on their next turn is the foundation of positioning.

常見威脅範圍估算:Typical calculations:

6"
Move
+
7"
Avg Charge
+
1"
Engage
=
14"
Infantry Melee
12"
Move
+
6"
Avg Adv
+
7"
Charge
=
25"
Bike Charge

傳送則改成:Deep Strike variant:

9"
Drop 9" away
+
7"
Avg Charge
=
16"
Threat Zone
正確Right
對手有 突擊 進擊者s(移動 6" + 衝鋒),你把無盔甲步兵放在 15" 外 ✓。
Opponent has Assault Intercessors (M6" + charge). Park your squishy backline 15"+ away ✓.
錯誤Wrong
你覺得 13" 夠安全(平均衝鋒 7" + 移動 6"),結果對方擲到 11"+推進 直接追上 → 記得用「平均 +2」保守估算。
Assuming 13" is safe (avg charge 7" + move 6") — opponent rolls an 11" charge + advance and catches you. Use "average + 2" as a conservative buffer.

二、人牆遮蔽2. Screening

02
用便宜單位保護昂貴單位Cheap units block for expensive ones
把便宜步兵散佈在關鍵單位前方,使敵方衝鋒時只能擊中螢幕、無法觸及主力;也能阻止 深擊 落地(9" 空位規則)。Spread cheap infantry in front of key units so enemy charges stall on the screen; also denies Deep Strike drops (the 9" bubble).
SCREENING EXAMPLE Enemy Melee Cheap screen HQ + Big Gun
便宜螢幕吸收衝鋒,HQ 與高價值武器留在後方。
The cheap screen absorbs the charge; HQ and heavy guns stay safe behind.
深擊 封鎖Deep Strike denial: 傳送下來必須離任何敵方模型 ≥ 9"。散兵留 2" 間距,就能用 5 個步兵鎖住一片 10" 長的區域。Deep Strike must drop ≥ 9" from any enemy model. With 2" between models, 5 infantry lock down a 10"-long arc.

三、優先目標3. Target Priority

03
先打哪個?Who dies first?
三層篩選:(1) 什麼單位威脅我最大?(2) 什麼單位最容易被我殺?(3) 殺掉後我能得分嗎?Three filters: (1) biggest threat to me, (2) easiest to kill, (3) does killing it score me points?
優先High Priority
對方拉炮(雷射加農砲 掠食者)→ 威脅我 騎士;且我的反載具武器能一回合擊毀 → 打它。
Lascannon Predator — huge threat to your Knight, and your anti-tank can kill it in one phase. Shoot it.
別打Low Priority
對方 3W 隊長 帶 6+ 無敵:你全力打下去也只能掉 4 個傷害,不如先打 坦克。
A 3W Captain with 4++ eats your firepower and leaves alive. Skip him; kill the tank.
過度殺傷 警訊Overkill warning: 若你的 雷射加農砲 預期傷害是 6 但目標只有 3W,4 傷害浪費了。高傷武器打大東西,低傷武器打小兵。If your Lascannon expects 6 damage but the target only has 3W, 3 damage is wasted. Match weapon damage to target wounds.

四、火力集中4. Focus Fire

04
殺死 1 個勝過傷 2 個One dead beats two wounded
戰錘沒有「持續傷害」——每個回合被打但活著的單位,下回合仍以全戰力反擊。只要單位還在場就能打你,所以每次射擊要致死。40K has no "lingering damage" — a wounded unit still attacks at full profile next turn. If a unit is alive, it hurts you. Every shot phase should aim for full kills.
錯誤Wrong
10 次射擊分配給兩個載具各 5 發 → 兩個都血皮但沒死 → 下回合兩個都回擊。
Split 10 shots 5/5 between two tanks — both survive on 1W, both punch back at full strength.
正確Right
10 發全壓第一個載具 → 打掉。第二個雖然還滿血,但單挑你更好處理。
All 10 on tank #1 — kill it. Tank #2 is still alive but you face one threat not two.
例外Exception: 對方有多個低傷單位(如 5 個 1W 模型),打到剩 1 個和剩 0 個都差不多。此時適度分散反而合理。Low-wound squads (5× 1W models): reducing them from 5 → 1 and 5 → 0 play out similarly. Splitting shots is reasonable here.

五、犧牲交換5. Trading

05
用便宜換貴Cheap for expensive
戰錘是有限單位的資源遊戲:用 75 分的 偵察 去「換」對方 200 分的 終結者 隊打不動是極好交易。即使交換單位死光,你仍賺 125 分的戰力差。40K is a resource game. If your 75-pt Scouts tie up a 200-pt Terminator squad for a round, that's a great trade — even when the Scouts all die.

好交易的三條件Three conditions for a good trade

經典交易Classic trade
你的 降臨者 投下去塞住對方 Eldar 鬼靈騎士 的射界 → 鬼靈騎士 必須回移或被衝入纏鬥,浪費一整回合射擊窗口。
Drop Inceptors in front of an Eldar Wraithknight's firing lane. It must Fall Back or get tied up — either way it loses a shooting turn.

六、走位順序6. Activation Order

06
動作先後會改變局勢Order within a phase matters
在自己的階段中,單位行動順序由你決定。同一階段內,你動完 A 才可以決定 B,因此先取得資訊再做大決策。You choose activation order within your phase. A's outcome is known before B activates — gather information first, commit last.

射擊階段的常見順序Typical shooting order

衝鋒階段Charge phase: 先嘗試最遠的衝鋒。成功則繼續;失敗可能改變後續單位是否值得衝(不用 CP 重骰失敗)。Attempt the longest charge first. If it succeeds, great; if it fails, you may skip later charges instead of wasting CP on re-rolls.

七、CP 經濟7. Command Point Economy

07
CP 用得及時才有價值CP spent matters; CP banked is wasted
第十版 CP 每回合只重置到最多 1 點(你還有的話)。不像舊版可以囤積,CP 必須花掉才有價值。每個 CP 值大概 25~30 分的戰力。In 10th, you can only carry 1 CP between turns. Unlike old editions, you can't stockpile — unspent CP is wasted value. Each CP is worth roughly 25–30 pts of effect.

三個最常後悔不用的 戰術Three strats players regret not using

Command Re-Roll (1 CP)
關鍵命中、衝鋒擲骰、5+ 無敵豁免——重骰最關鍵那一顆是通用最強值。
Re-roll the most critical single die — charge, save, or wound. Universally strong.
Heroic Intervention (2 CP)
敵方衝鋒結束後,6" 內一支單位立刻回頭反衝(無「先制攻擊」加成);常常改變局勢。
After an enemy charge ends, a friendly unit within 6" immediately counter-charges it (no Fights First bonus) — changes the fight dynamics.
Counter-Offensive (2 CP)
近戰階段你先打,能殺死對方前,他還沒還手。
Fight first in melee, potentially killing enemy before they strike back.
Smokescreen (1 CP)
載具被鎖定時獲得 -1 to hit,一回合救自己。
Vehicle gets -1 to hit; often saves a Rhino from a Lascannon salvo.
規劃原則Planning rule: 每回合預留 2 CP 給對方回合反應(火力壓制、英雄、反擊)。其餘盡量當回合花完。Reserve 2 CP each round for opponent's turn (Overwatch, Heroic, Counter-Offensive). Spend the rest on your own turn.

串連七項:一個完整決策鏈Linking the Seven: A Full Decision Chain

第 3 回合,對方 騎士(500 分)衝鋒距離 9" 外。你的決策鏈:Round 3. Enemy Knight (500 pts) sits 9" from your line. Your decision chain:

  1. 威脅範圍:它衝鋒 + 移動 = 17" 內皆可達 → 我的核心站位必須退 20"+。
  2. Threat: Move + Charge = 17" threat — backline must retreat 20"+.
  3. 優先目標:Knight 是 500 分 T12,不易殺但也極致命 → 極高優先。
  4. Priority: T12 Knight is huge threat but hard to kill — still top priority.
  5. 火力集中:3 組 Lascannon 全打它(期望 9 傷害),而不是分給旁邊的 Chaos Marine。
  6. Focus: All 3 Lascannons on it (expected 9 wounds), not split with the Chaos Marines beside it.
  7. CP 用:第一發擲到 5 時花 1 CP 重骰命中 → 保證關鍵傷害。
  8. CP: Miss your first Lascannon? Spend 1 CP on Command Re-Roll for the crucial hit.
  9. 交易保險:殺不動的話,放 5 個 Intercessor 去塞住它衝鋒路徑(犧牲 100 分拖延它一回合)。
  10. Trade insurance: If it survives, plant 5 Intercessors (100 pts) in its charge lane — one turn of delay.
  11. 走位順序:先射 Lascannon 看結果;若已破 → 輕武器轉打其他目標;若活 → 全壓。
  12. Activation: Shoot Lascannons first. Dead? Redirect lighter guns. Alive? Pile on.

「戰術」就是以上所有小選擇串起來。新手感覺手忙腳亂是因為同時要考慮七件事;玩一年後,這些會變成反射。"Tactics" is exactly this: chaining these micro-decisions. Newbies feel overwhelmed because it's seven things at once; a year of play makes it reflex.

延伸閱讀Further reading: 實戰中試著只專注一項,例如本週只練威脅範圍、下週專攻 屏障。分開練習比一次想七件事容易進步。Practice one at a time — "this week I'll focus only on threat ranges, next week on screening." Compartmentalized practice outperforms trying to juggle all seven.