For this instalment, it's time to look at the armoured workhorse of your faction: the main battle tank. Almost every faction has the option to include a main battle tank (the Alliance being the only exception). While most factions use the same chassis for multiple variants, the main battle tank can be distinguished in that it has sufficient armour to withstand enemy fire, has a strong anti-Heavy attack and is mobile enough to manoeuvre in support other troops.
In Armoured Clash, capturing objectives is likely to win you the game. Most Heavy units, like tanks, can contest Objectives, but can’t actually capture them (with the exception of the Crown’s LINEBREAKER Battle Group special ability). In addition, most tanks can't fight back against enemies in Melee and suffer a disadvantage if engaged by infantry in close combat. So why would you include them in your force?
Well, like
the real world these are armoured, mobile, fire platforms that can provide
essential and durable support for your light units. They are likely to have the third strongest
anti-heavy ranged attack in your force (after your Behemoth and artillery) and
unlike those units, they can manoeuvre easily and adjust their firing position,
including being deployed from a flank if you wish. This can be particularly important if you’re
up against units with the RESILIENT FRONT Special Ability and so striking from
a different angle is particularly advantageous.
In addition to knocking out other armour or artillery, you'll find the main battle tank plenty useful against enemy automata, or transports packed with infantry. They are also great at whittling down an enemy Behemoth (who can't really hide from them, given their size and get weaker as they accumulate damage). When employed in sufficient numbers, and supported by infantry or cavalry, main battle tanks can play a decisive role in your games.
Main battle
tanks aren't completely helpless against Light targets either, they all can
shoot them (albeit with a weaker attack than they can employ against Heavy
targets), ram them with an Impact attack of 3/6/9 and blast Light units that
seek to overwhelm it in Melee with defensive SPONSONS (3) which allows a
Weakened attack before the close combat.
Main battle tanks are purchased at the size of 2/4/6 (for
basic/reinforced/full) size units.
Galahad
Main Battle Tank (Crown)
The Galahad
is the venerable lion of Armoured Clash, unmatched for toughness and raw
power. It rumbles forward at a modest
Speed 6" and is heavily armoured with Defence 3 and Damage Limit 4, it's
going to take a total of 12 hits to put one model out of action - and with its
RESILIENT FRONT you can take that up to a massive 16 hits if shooting it
from the front, making it one of the toughest non-behemoth units in the game.
Against Heavy targets it can shoot at a range of 10"/20" with 6/10/14. Against Light targets it shoots a much less impressive 3/6/9 albeit with a slightly longer 12"/30" range. The real potential strength for the Galahad is in its toughness. Fielding a unit of Galahads gives your opponent a difficult choice, either to expend their firepower to try and whittle down this armoured onslaught, which is likely to take several turns of dedicated fire to earn the associated Victory Points, or ignore them entirely and focus their anti-heavy fire elsewhere (for example at your Behemoth) letting the Galahads roam free and cause mayhem.
The tanks
RESILIENT FRONT is also especially useful at defeating attacks with the
PENETRATING Special Rule, which can otherwise remove an entire model per
attack, but this means a Crown general must keep a close eye on the facing of
their Galahads as against potential threats, especially those that combine fast
movement and PENETRATING weapons, lest their weaker side and rear armour be
exposed.
The Galahad
can also be instrumental in implementing another Crown strategy; seizing
objectives with armoured units. The
LINEBREAKER Special Command (which is specific to the Line-Breaker Auxiliary
Battlegroup) and is played in the End Phase of a turn, allows armoured units to
control Objectives as though they were Cavalry or Infantry. However, this does require a card to play,
meaning your opponent can counter this, by Interfering with a higher value card
of their own and as this occurs in the End Phase it can be a high-stakes gamble
to see who has the higher card and whether you can lock in those Victory
Points. But if it comes off, your
heavily armoured Galahads can briefly seize a critical objective and earn essential
Victory Points, even as they weather a torrent of heavy enemy fire.
This
venerable lion comes at a price however, and the Galahad is a significant
investment for Crown Generals, costing 155/265/405 points – the second most
expensive main battle tank of any faction.
If you manage to actually kill a Galahad troop, you'll be rewarded with
4/5/6 Victory Points.
Fangun
Medium Tank (Empire)
The Fangun
has an unusual and quirky ball-like design, reminiscent of the Kugelpanzer,
giving the Empire a very unique looking chassis for their tanks. As you might expect from its design and name,
the Fangun is more of an agile middleweight, rather than a stone-cold
heavyweight like the Galahad. But what
it lacks in grunt, it makes up for in utility.
It's faster (Speed 7"), significantly cheaper and more mobile, as
it has the PIONEERS Special Ability, allowing it to move through difficult
terrain and stay in cover for longer. It
pays for this mobility with weaker armour; with Defence 3 and Damage Limit 3,
meaning it will take only 9 hits before a model is destroyed.
The Fangun has a longer 10"/30" range, shooting Light targets at 4/8/12. However, it is better against Heavy units, striking with 5/10/15 at the same range. This makes it a very versatile option, able to navigate difficult terrain and respond to enemy movements, able to attack both Light and Heavy targets effectively, as the situation requires and able use the protection of Difficult terrain to weaken return fire. The Fangun is also fast enough to get into close range rapidly for improved shooting, but like all tanks, it must beware of a potential counter-attack by infantry who may seek to overwhelm it in Melee.
The Fangun
has a relatively low Discipline of 5. So, when it breaks cover, it may become
Suppressed if it comes under concentrated anti-tank fire. However, a unit of Fangun can be brought for
just 110/190/285 points – significantly less than the Galahad and second
cheapest of all main battle tanks. When
finally Annihilated a unit of Fangun yields just 2/4/6 Victory points.
Rolling
Thunder (Union)
Arguably
the best-named unit in the game, and a popular choice with many Union Generals
because of its great all-rounder qualities, the Rolling Thunder looks like a
cross between a steam-train and a tank.
The Rolling Thunder, like the Fangun, is speedy with Move 7" and
has Defence 3 and Damage Limit 3.
However, it can sustain more punishment as the huge cowcatcher mounted
on its front gives it RESLIENT FRONT meaning you'll need 12 hits to
knock-out one model from the front.
The Rolling Thunder is festooned with armaments. Against Heavy targets it has a 14"/26" range with a solid 5/10/16 using a TURRET that allows it to shoot in any direction, but with a penalty if shooting behind its main arc. The many gatling guns mounted in the hull have a 6”/26” range against Light targets shooting 3/7/11. And then the icing on the cake, the Rolling Thunder can also target Aerial units out to 10"/18” shooting 3/6/9 and making it ideal to escort your Light troops tasked with seizing Objectives.
The Rolling
Thunder has an average Discipline 6 and costs a very reasonable 125/215/325
points, meaning most Union Generals will want at least one squadron for their
force. When the unit is destroyed your opponent gains 3/4/5 Victory Points.
Mars
Battle Tripod (Enlightened)
Okay, this
is the wildest of all the main battle tanks in that it isn't actually a tank
and has some crazy 'science' going on - but for me it wins the category on
looks alone; Tripods are so cool! The
Mars can stride forward at Speed 6" and is STILTED (1) meaning it can move
right over difficult terrain and size one units without pause. However, those spindly legs don’t afford
great protection; the Mars has Defence 3 and Damage Limit 3, meaning it will
take only 9 hits before a model is destroyed. At Size 3, this makes the
Mars fairly vulnerable, especially as it can't hide in the terrain as easily as
some of the other tanks.
But on offence the Mars really shines. Against Heavy targets it has a range of 7"/20" and TURRET that has a 4(8)/8(14)/13(18) attack with POINT BLANK meaning that you can use the parenthesis vales once you can get into the 7" short range. Impressive right? But wait, there's more! The Mars can choose to OVERCHARGE this attack, allowing you to draw and discard a card from the top of your deck and then roll extra dice equal to the value of that card (2-12). The catch is that for each blank dice, the attacking unit takes 1 damage themselves.
So yes,
there's a chance that even a Basic size unit at short range could roll 20 Dice
(8+12 from the card), and potentially reduce a mighty Behemoth to a smoking
ruin in just one attack - but there's also a pretty strong chance it won't and
the Mars will destroy itself in the attempt.
Truly a terrifying power of mad-science and potentially an irresistible
temptation for the gamblers amongst us!
The Mars is significantly less exciting when targeting Light units with
an incredibly short 3"/6" range dealing 3(6)/7(12)/12(18)
again with POINT BLANK but this time with no ability to OVERCHARGE.
You get a
real sense that this is a machine that will risk it all to try and win big, and
also that destroying it before it can get too close will be a priority for many
enemy units. All this risk is reflected
by a lowish points cost of 130/220/340, but you are paying in other ways as the
Mars yields 4/5/6 Victory Points - equal to the Galahad but with a much greater
likelihood of paying them out.
Enlightened Overseers will want to ensure a solid return on this
investment.
Sturmpanzer
Battletank (Imperium)
The
Sturmpanzer is another beast of a machine, an aggressive steel box, bristling
with guns, that’s very reminiscent of the AV7.
But much like its historical analog, this vehicle has seemingly been
built to rival the Galahad albeit with a slightly different philosophy. It has the same speed (6") and very
solid armour with Defence 3 and Damage Limit 4, meaning it will take 12 hits
(from any side) before a model is destroyed.
The Sturmpanzer doesn't have a single attack that quite rivals the Galahad. Instead it has the unique ALL OUT ATTACK (2) ability, which means that (unlike every other tank) it has so many crew packed into that steel box that it can actually use any two of its attacks per turn. This is especially handy when you consider it has 3 possible attacks. This includes a 10"/28" range attack against Heavy targets, inflicting 5/9/13 and an attack against Light targets with the same range dealing 4/7/11 which also has the TURRET ability. Finally, the Sturmpanzer has an attack against Aerial units out to a range of 8"/12" with 4/8/12.
The
Sturmpanzer has as much armour and offensive flexibility as the Rolling
Thunder, but with the ability to put out twice as much shooting. It’s a great platform to support the
Imperium infantry as they dismount from their transports. The Sturmpanzer has a low (for the Imperium)
Discipline of 6, and this may be important, as a Suppressed unit cannot use ALL
OUT ATTACK. Accordingly, Imperium Generals may want to ensure the Sturmpanzer
is supported by other nearby units to receive the Discipline bonus afforded by
the COMPANY OF IRON Imperium Faction Battle Group Special Ability.
The
Sturmanzer gives away 3/4/5 Victory Points when Annihilated, on par with the
Rolling Thunder. But the Imperium
quality premium is reflected in its price - a unit will set you back
160/290/430 – making it the most expensive Main Battle Tank on the market.
Tsar
Battle Tank (Commonwealth)
The Tsar
tank also channels its historical predecessor and namesake, but in an
altogether more practical package.
However, despite all the metal plates, rivets and mounting a large front
gun, the Tsar is no heavyweight and has more in common with the Fangun, than
the Galahad or Sturmpanzer. It moves at
Speed 6" and has the PIONEERS special rule, meaning it also has the option
of hiding in difficult terrain until the moment is right. But the unusual
design of the large front wheels and rear tracks makes it tricky to line up a
shot from the fixed front gun because the Tsar is PONDEROUS. This means that
when the model turns, it must use a turning template, making it oddly
cumbersome.
The Tsar
has Defence 3 and Damage Limit 3, meaning it will take just 9 hits
before a model is destroyed. This may
prove a problem if the Commonwealth General has elected to send the bulk of
their forces tunnelling beneath the battlefield, as the Tsar is likely to
struggle if significantly outnumbered in those early turns, unless it hides and
waits for just the right moment to emerge and join the fray. However, if the Commonwealth attack utilises
their over-ground transport options, then the Tsar is a solid escort choice.
The Tsar
mounts a solid offense with a 10”/20” range and can attack heavy targets for 5/10/15. Against light targets it shoots 4/7/10
using a TURRET. It has a solid (for the
Commonwealth) Discipline of 6 and above all it’s cheap. Tsar can choose to substitute quality for
quantity, as it is an absolute bargain at 95/160/250, the cheapest of the main
battle tanks and only giving up 2/4/6 Victory Points if Annihilated.
Hayalet
Hover Tank (Sultanate)
The Hayalet
looks extremely elegant, like a tiny battlefield palace; ornate but perhaps a
little fragile. And this aesthetic is
carried through into its game performance.
To carry on the boxing analogy, the Hayalet has a devastating
right-hook, but a glass-jaw. Manoeuvre
is key to survival for this tank and it has an average (for a tank) Speed 6”
but also, critically, HOVER which allows it to move across obstacles, difficult
terrain and water without penalty. The
Hayalet needs to use terrain for tactical advantage in this way, as it has
Defence 4 and Damage Limit 2, meaning it will take just 8 hits before a
model is destroyed, making it the least armoured of any main battle tank.
In terms of
that right-hook, the Hayalet has a 12”/24” range for both its attacks
and can attack Heavy targets with a strong 5/10/15 which is DEVSTATING,
meaning you round up any unallocated hits to an extra point of damage. The Hayalet is also reasonable against Light
targets firing 4/8/12 which is both SUPPRESSIVE, giving a -1 penalty to
Suppression tests caused by this weapon and SEISMIC, meaning that if a unit
becomes Suppressed from this attack, then it also becomes Disordered and also
providing a bonus when targeting infantry garrisoned in buildings.
Underlining
its fragility, the Hayalet is inferior to other main battle tanks at close
quarters, having one less SPONSONS die and less attack dice when running over
troops with its Impact attack (presumably because people can duck underneath
its hover-skirt). It also has a low (for
the Sultanate) Discipline of 6.
Sultanate Generals pay 140/220/340 for a squadron of Hayalet Hover
tanks, which give up 3/4/5 Victory Points when Annihilated. At this cost, the use of terrain to shield the Hayalet from heavy fire will likely be essential to get a
reasonable return on investment.
In the
final analysis…
main battle tanks provide a good mix of armour and firepower, ideally suited to
support your troops for offensive operations, especially when it comes to
engaging other Heavy targets. However,
tanks must be wary of getting too close to large concentrations of enemy
infantry or cavalry without adequate support, lest they are swiftly overwhelmed
in close combat. Nonetheless, for most factions it’s less a question of whether
to include a tank or not, but rather whether it’s the main battle tank, or more
specialised variant (or both) that should be included.
The Imperium offer the most versatile of support platforms for this task, although this comes with a correspondingly high-points price tag. The Crown have the most armoured option, which when combined with their LINEBREAKER ability, makes them both a genuine threat to Objectives and an extremely tough-nut that requires a whole lot of cracking. The Enlightened meanwhile offer an outrageously aggressive option, but this will take some thoughtful strategy (and more than a little luck) to strongly return on the points invested.
This
post reflects the view and opinions of the author – your experiences may
vary. It was written based on the state
of the game at the time of the Armoured Clash Global Update in May 2026 (Rules
v1.04). All game rules, descriptions and
pictures created by Warcradle remain their Intellectual Property.









