Skimmers [Movement]
Continuing from our discussion on Dangerous Terrain, we have skimmers. As a Tau player, all of my vehicles are skimmers and I usually field five or more in a standard game (my current army has five); my Imperial Guard army will have a multitude of skimmers as well, in the form of Valkyrie Assault Carriers. This article will discuss some of the weird points with moving skimmers, with a focus on Tau movement upgrades at the end.
The rules for moving skimmers can be found on Page 71 (BRB). The biggest difference from ground-based vehicles is that “skimmers can move over friendly and enemy models [... and] over all terrain,” with a few caveats, such as the model must be placed back on the table at the end of the move (so no ending over any model) and requiring a Dangerous Terrain test. Skimmers also gain another advantage over their tracked counterparts when fast: they may move up to 24″ when traveling Flat Out, although this comes with its own disadvantage.
With these basic in tow, we can now look at a few specific movement instances: tank shock and transport.
Tank Shock/Ramming
Note that only tanks are allowed these specific movement options, so Piranha and the like cannot Tank Shock or Ram. The biggest benefit to tank shocking with a skimmer is that, since it can ignore models and terrain, you may “pick and choose” to some extent which enemy units you will be tank shocking. This can save your tank from a deadly close combat Death or Glory! attack while harming a less protected unit. You may even tank shock a unit in cover, but remember that a dangerous terrain test must still be made (more on this later).
Ramming follows basically the same rules as tank shocking, so enemy vehicles that you do not wish to ram may be ignored. Skimmers gain an added advantage in that they can attempt to dodge an enemy ramming tank (so long as it is not also a skimmer), thereby stopping both vehicles but without inflicting damage to either.
Transport
Skimmers make excellent transports as they use the shortest distance between two points is a straight line approach to ferrying troops. While land-based transports need to move around buildings and impassible terrain, skimmers can simply jump over, getting the transported unit to the DZ that much quicker. They can also unload units into terrain features, granting cover saves to the disembarked troops and potentially to the vehicle itself.
Sensor Spines
With Tau vehicles, this upgrade allows them to enter terrain and ignore the negative effects (dangerous terrain tests) of the movement. This makes Sensor Spine-equipped tanks much better at dislodging enemy units off an objective in a forest; an even better tactic would be to use a loaded Devilfish as you can then claim the objective instead of merely contesting it. Same benefits also apply when ramming an enemy vehicle hiding in cover to try to grant a cover save, especially as no save is allowed against rams.

