Nothing quite like fighting tooth and nail against an opponent and thinking the worst is out of the way then realizing that the unit in reserves is stronger than the units you’ve been fighting to up until this point
@ the current rules of warhammer allow you to place a certain amount of points into reserves to come in later. Naturally the more expensive a unit is, the more powerful it is. For example a 200 point unit of terminators would be more powerful than 100 points of regular space marines. So in game if you’re struggling with a unit that costs a certain amount of points then realize your opponent has a more expensive, stronger unit that hasn’t sustained any damage throughout the battle, it can be disheartening to realize there’s even more of an uphill battle to fight
@solev657 hiding your best units is a great way to play the game. Then you jump out with them. If you can hide your best units off the board then there’s no way they can get shot off. Then bring them in to hit them hard
"A threat is frequently more powerful than its execution" (Nimzowitsch). Having a unit or two in reserves is often worth it just because of how it forces the other player to change their plans. If it's cheap enough, you might get the unit's points back just from the loss of value that the other player has in their units worrying about your reserve unit.
Every list I put together I ALWAYS have a unit that I can rapid ingress. Always something like 200 pts, it’s always good to have something to counter your enemy’s plans and movement.
I feel this because I terribly positioned my deep strike Chaos terminators today and spent 2 turns trying to actually be able to shoot or charge anything to little success
My Scions have been doing well for me so far, they hop into wherever they're needed and take objectives or shoot at things. My new plan is to add a tank and a Chimera full of infantry to my reserves so I can open another front on my opponent.
So just for clarification, you can have 25% of your army in strat reserve and 25% in deep strike? And you can RE from either of those portions? Trying to wrap my head around it as it's quite important for me as a T'au player.
Strategic Reserve lets you put up to 25% of your army into reserves, even if they have no other rule allowing them to. Then your total reserves limit is 50%
Question: If a unit starts on the board, and is withdrawn to reserve in a subsequent turn, when it moves back on to the board does it still carry any wounds it may have taken when it started on the board?
My favorite combo is 10-man i filtrator squad, and a Phobos Librarian attached, and use them at home. They deny deepstrike within 12" instead of 9", so like you used, a 24" diameter no-go-zone. The librarian then says you cannot be shot outside 12", so that nearly guarantees a turn to respond to a threat attempting to stop them, allowing you to move away. Positioned well, you completely deny you deployment-zone, as well as a good chunk of no-man's-land. Then you take the other 1730 points of your army, since that combo is only 270 points currently, and push them forward and take the midfield, thus denying even more reserve and deepstrike space
I am also a anvil siege/fist player, so achitect enhancement is cherry since it allows you to get +1 hit, wound, and ignore cover means they will work over chaff/light infantry very effectively
Maybe it's not competitively ideal, but I would love to reserve the new Death Company Brutalis, just to see the reaction when it shows up. Maybe they don't know it kinda sucks. It seems really scary!
Would be funny! I think it would be sort of anticlimactic into some armies (imagine being all “look at my scary walker all of a sudden” and they just laugh standing behind their imperial knights) but it would certainly be awesome to have it charge onto the board against something it’s more suited to!
I still don't get why ppl are saying the GSC primus can go back in reserves anf deep strike on first turn. Somebody can point out why and if is real? Pariah Nexus mission steps are kind explicit it doesn't work
Maybe I’m just lucky with my draw of opponents but I find reserves completely useless. My opponent always has the board screened out well enough that I can only bring them in well in the back of my deployment zone.
@@william9557 To be fair they have their power fist with A3 S8 AP-2 D2 Though I do think storm bolters should have more attacks. They’re supposed to be full on machine guns, yet only have 2. Yeah they have rapid fire 2. But you aren’t exactly banking on that with 16 dice rolls.
Big question you missed: Can yo deep strike into your opponent's deployment zone turn 2? This gets rule checked every game. The confusion comes from deep strike wording and strategic reserve's 'except enemy deployment zone'. Please put this into a video.
Tactic gotten on youtube : to rapid ingress some big lone operatives like Mephiston or Shadowsun, or equivalents like Kayvaan Shrike or Phobos Libby, at 12+ inches. Guaranteed safety for the unit during the entire turn (unless Vindicare assassin of course), then you get to do anything you want during your next turn. Say, a 5 inches charge frop mephiston, or 2 inches charge from Kayvaan, or anything else.
So when I put a Hive Tyrant in a tyrannocyte, in a tyrannocyte, in a tyrannocyte, in a tyrannocyte, in a tyrannocyte, in a tyrannocyte and drop it in round 1 (because of their rules) and make a wall of monsters in front my enemies deployment zone, how hard is the opponent allowed to punch me?
The fewer points you play with and the more melee heavy the enemy army is, the fewer units you can afford to put into reserves. In 1k points games your reserves are mostof the time best left empty in my experience, let alone in Combat Patrol.
Agreed. Just finished a 1000 point game, and the only unit I had in reserves was the solitare that I used rapid ingress on. Deployment was search and destroy
Played a 1000pt game Counter argument Rapid ingress turn 2 with a vashtorr or a daemon prince with wings. Precision their guy off board, win the game. GG
Am I the only one who thinks the Lion should have the ability to go back into reserves with another unit within 6” that also has deep strike. At least once a battle. Actually utilize his forest walk ability GW. Let me deepstrike the lion and some DW knights next to the enemy, fade into the mist, then do it again next round.
It’s always so sad when your playing the game and your feeling good, but then you realize a third of their army is in reserves
As a GreyKnight player, does that mean you hate me ?:(
@@ThePaintedHopeProbably not bc GK have their whole army in reserves.
A third? I could start with no units in small games with my GSC 😂
@@Dovakhin94Drop pod an infantry marine army.
god emperor i love being a blood angels player
Rule 1: Don't forget you have them.
Played a game as Eldar and forgot I had units in reserve till turn 3.
The number of times I've forgotten my pterraxii until turn 3 or 4 is significant.
Nothing quite like fighting tooth and nail against an opponent and thinking the worst is out of the way then realizing that the unit in reserves is stronger than the units you’ve been fighting to up until this point
How could thay happen (im new to warhammer)
@ the current rules of warhammer allow you to place a certain amount of points into reserves to come in later. Naturally the more expensive a unit is, the more powerful it is. For example a 200 point unit of terminators would be more powerful than 100 points of regular space marines. So in game if you’re struggling with a unit that costs a certain amount of points then realize your opponent has a more expensive, stronger unit that hasn’t sustained any damage throughout the battle, it can be disheartening to realize there’s even more of an uphill battle to fight
@solev657 hiding your best units is a great way to play the game. Then you jump out with them. If you can hide your best units off the board then there’s no way they can get shot off. Then bring them in to hit them hard
You can do the same thing. Stop crying
@solev657 you don talk like a proper ork you does
"A threat is frequently more powerful than its execution" (Nimzowitsch). Having a unit or two in reserves is often worth it just because of how it forces the other player to change their plans. If it's cheap enough, you might get the unit's points back just from the loss of value that the other player has in their units worrying about your reserve unit.
Every list I put together I ALWAYS have a unit that I can rapid ingress. Always something like 200 pts, it’s always good to have something to counter your enemy’s plans and movement.
Great feeling when your army gets decimated turn one and you know the unit you have in reserve will mean nothing
Best video in a while. Really informative and helpful!
I feel this because I terribly positioned my deep strike Chaos terminators today and spent 2 turns trying to actually be able to shoot or charge anything to little success
My Scions have been doing well for me so far, they hop into wherever they're needed and take objectives or shoot at things. My new plan is to add a tank and a Chimera full of infantry to my reserves so I can open another front on my opponent.
So just for clarification, you can have 25% of your army in strat reserve and 25% in deep strike? And you can RE from either of those portions? Trying to wrap my head around it as it's quite important for me as a T'au player.
You cam have 50% in reserves
If it has deepstrike it can be deployed using deepstrike rules from reserves
Strategic Reserve lets you put up to 25% of your army into reserves, even if they have no other rule allowing them to. Then your total reserves limit is 50%
Reserves shenanigans?
Question: If a unit starts on the board, and is withdrawn to reserve in a subsequent turn, when it moves back on to the board does it still carry any wounds it may have taken when it started on the board?
Yes. It does not miraculously heal.
My favorite combo is 10-man i filtrator squad, and a Phobos Librarian attached, and use them at home.
They deny deepstrike within 12" instead of 9", so like you used, a 24" diameter no-go-zone. The librarian then says you cannot be shot outside 12", so that nearly guarantees a turn to respond to a threat attempting to stop them, allowing you to move away.
Positioned well, you completely deny you deployment-zone, as well as a good chunk of no-man's-land.
Then you take the other 1730 points of your army, since that combo is only 270 points currently, and push them forward and take the midfield, thus denying even more reserve and deepstrike space
I am also a anvil siege/fist player, so achitect enhancement is cherry since it allows you to get +1 hit, wound, and ignore cover means they will work over chaff/light infantry very effectively
Someone told me custode terminators can go up end of turn 1 if your opponent went first using golden light. Then dropped down your turn in round 1
Yes, that's right - I glossed over it a bit in the redployed units section, but those restrictions don't apply if thet start on the board
Maybe it's not competitively ideal, but I would love to reserve the new Death Company Brutalis, just to see the reaction when it shows up. Maybe they don't know it kinda sucks. It seems really scary!
Would be funny! I think it would be sort of anticlimactic into some armies (imagine being all “look at my scary walker all of a sudden” and they just laugh standing behind their imperial knights) but it would certainly be awesome to have it charge onto the board against something it’s more suited to!
Necrons are great for this
Been exclusively playing Hypercrypt since the Codex released. So much fun.
@@CloudBorne not fun for other people playing them thi
@@jamesygamesy5124 I mean, my buddy plays Eldar. He's fine. XD
@@CloudBorne i guess its not bad against shooting armies but man i played world eaters against it and it was awful haha
@@jamesygamesy5124 that's fair.
Wouldn't the scouts at the end of the lines still have to be within 2 inches of 2 models? Thereby reducing slightly their screening range.
If only 6+ model units must do this
I still don't get why ppl are saying the GSC primus can go back in reserves anf deep strike on first turn. Somebody can point out why and if is real? Pariah Nexus mission steps are kind explicit it doesn't work
Maybe I’m just lucky with my draw of opponents but I find reserves completely useless. My opponent always has the board screened out well enough that I can only bring them in well in the back of my deployment zone.
Ok, so my tyrannocite says that it can come down 1st,2nd,3rd turn in my reinforcement step. Can it deep strike turn 1 or have I been cheating lol.
Yes it can deep strike turn 1, a few things have specific rules to do so :)
Inceptors and Terminators are fun with this rule. Drop in and scare the shit out of people.
If only terminators were actually scary with their S4 AP0 storm bolters....
@@william9557
To be fair they have their power fist with A3 S8 AP-2 D2
Though I do think storm bolters should have more attacks. They’re supposed to be full on machine guns, yet only have 2. Yeah they have rapid fire 2. But you aren’t exactly banking on that with 16 dice rolls.
you can put 50% your army to deepstrike? (if they have it)
Yes. If all deep strike. Let’s say 1000 points of terminators. Totally fine.
If reserves have to be deployed OVER 9" away, doesn't that mean you need a 10" charge to get WITHIN 1"?
No, because 9” plus a sliver thinner than a hair is more than 9”.
If you deploy 9.1 inches away, you are over 9. With a 9” charge, you are now 0.1” away from the enemy, which is within engagement range.
Big question you missed: Can yo deep strike into your opponent's deployment zone turn 2?
This gets rule checked every game. The confusion comes from deep strike wording and strategic reserve's 'except enemy deployment zone'. Please put this into a video.
He mentions it at 2:12
Yes
You can
It's called harassment
And it's an art
Strategic Reserve is a subtype of reserve. Deep Strike [Reserve] is a separate subtype with separate restrictions.
Can you deep strike on turn 1?
How u do Rapid ingress units without Deep strike?
By walking on from a board edge.
Tactic gotten on youtube : to rapid ingress some big lone operatives like Mephiston or Shadowsun, or equivalents like Kayvaan Shrike or Phobos Libby, at 12+ inches.
Guaranteed safety for the unit during the entire turn (unless Vindicare assassin of course), then you get to do anything you want during your next turn. Say, a 5 inches charge frop mephiston, or 2 inches charge from Kayvaan, or anything else.
Mephiston has built in advance and charge too, if that makes a difference.
So when I put a Hive Tyrant in a tyrannocyte, in a tyrannocyte, in a tyrannocyte, in a tyrannocyte, in a tyrannocyte, in a tyrannocyte and drop it in round 1 (because of their rules) and make a wall of monsters in front my enemies deployment zone, how hard is the opponent allowed to punch me?
The fewer points you play with and the more melee heavy the enemy army is, the fewer units you can afford to put into reserves. In 1k points games your reserves are mostof the time best left empty in my experience, let alone in Combat Patrol.
Agreed. Just finished a 1000 point game, and the only unit I had in reserves was the solitare that I used rapid ingress on. Deployment was search and destroy
Played a 1000pt game
Counter argument
Rapid ingress turn 2 with a vashtorr or a daemon prince with wings.
Precision their guy off board, win the game.
GG
Wow bots out early
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Don't forget that assassin hidden in terrain 😂
3" deepstike is such a bad rule and it is so easy to abuse aginst certain armys.. just bad
As an Eldar player, it’s bad
Am I the only one who thinks the Lion should have the ability to go back into reserves with another unit within 6” that also has deep strike. At least once a battle. Actually utilize his forest walk ability GW. Let me deepstrike the lion and some DW knights next to the enemy, fade into the mist, then do it again next round.
No
No he should not
And that's not how forest walk works