That's not all that one can do with a tank shock yet though. One of the less known uses is that it forces your opponent to change his unit's formation. Remember, every model has to be moved out of the way the shortest distance possible. This leaves them in a very congested formation, an ideal target for template and blast weapons. You even can bring said weapons in the tank shocking vehicle itself, by having a flamer in the squad which it transports, or just use another squad's shooting.
Generally, the more models you force to change their position, the more effective this will be. You can even consider tank shocking both flanks of a large unit, to force its models into a congested killing zone between the two vehicles.
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With the exception of ordnance there is little harm of friendly fire for your own vehicles, as blast weapons have to halve their strength against vehicles if the hole doesn't hit the vehicle – and you have full control over the placement of that marker. So even plasma cannons or disintegrators won't hurt your own vehicles, as they count as S3 (rounded down) if the hole doesn't hit the vehicle.
You can also use this often overseen ability of tank shocks to force enemy units out of cover. Of course, this is especially powerful in combination with the above tactic, first pushing models together and out of cover, and then to dispatch a large number of them singlehandedly with a few armour piercing blast shots. Skimmer tanks work especially well for this, as they are not impeded by the difficult terrain.
Also consider the 4th edition cover rules when you do this. Often it is sufficient to push one or two models out of cover to deny the whole unit a cover save, as cover has become a majority based all-or-none deal. Remember that your opponent may remove models out of cover as casualties though, thus re-establishing a majority inside cover if you don't push many enough of them out of the terrain.
Fast vehicles can tank shock up to 24“, there simply is no maximal distance for the tank shock other than the vehicle's maximum speed. There is little reason to stop in the middle of an enemy unit, unless that is a nice location to have a line of sight blocking vehicle wreck, in anticipation that the vehicle may be destroyed next turn. This way you can plow through several units at once with a single vehicle, and create lots of brilliant targets to liquefy with blast and template weapons.
Another use of tank shock can be to relocate enemy units in anticipation of a close combat. Occasionally it may be necessary to push enemy units towards the own lines, in order to make them move into assault or consolidation range of an own unit. Of course, the exposed position of the vehicle afterwards has to be considered, but generally this can make a huge difference especially for footslogging assault armies such as orks. Getting into close combat one turn earlier than usual or ensuring that one stays in close combat instead of being stranded in front of a gun line can decide the game. Alternatively one can use tank shocks force enemy units closer to their board edge. This is useful if the own close combat units won't have a problem reaching that unit with their charge move either way, as it makes it more likely to get rid of that unit by making it run off the table after breaking it in close combat, or perhaps by the tank shock itself.
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