40K 9Th Edition Reserve Rules

Previous articles mentioned that aircraft can leave the battlefield and return to it according to the rules of the strategic reserve. They will apply the same rules as above, except that they do not have to pay command points when they return to combat airspace. So it`s a bonus. For models that are in a unit, they must perform a combat wear test. This is similar to when a transport is killed while you have embarked models. Roll a D6 for each remaining model and on a 1 they also work. For units less than half the force, statistically one-third of the unit should flee. The old modifier below 50% has returned from previous editions of the game! When a strategic reserve unit is set up, it must be placed entirely within 6″ of a battlefield edge other than the enemy`s edge (as defined in the mission briefing). In addition, they cannot be placed in the enemy`s mission area during the second round of battle. The standard rules of being outside the opponent`s 9″ apply Another situation that could sometimes occur in the 8th period was that an enemy could completely leave the board, making it impossible to bring units to the table while staying out of 9″ of them.

To encourage people to use strategic reserves, a rule is added to make this much more difficult, which also has the side effect of allowing some unpleasant turns if your opponent gets too close to your board edge. As for units with built-in deep strike capabilities such as Terminators with a teleportarium, the cult GSC ambush, etc., they can still be stockpiled and climb onto the board without having to worry about the cost of CP. You basically pay the points for this extra mobility of the unit. Notes: There are a few interesting things to keep in mind about these rules: Starting with reservations first, it`s now a universal ploy to keep everything off the board. The way it works is that you add up the TOTAL power level of the units you want to have in reserve. Then follow the diagram and that`s the number of CPs it costs. You can now put everything in reserve. Even the big stuff. Stu and Wade on Twitch had conversations about fighting a blade of bane by flanking a knight on set. The Warhammer Community Team today released a wealth of information on morale and strategic reserves, with a new article on the Warhammer community, as well as a discussion between Stu Black and Eddie Eccles on Warhammer TV. While we don`t publish all of these messages as messages, we transcribe them for use when we do our weekly rule summary.

However, they are very popular and some news is so important that we don`t want to wait until the weekend to talk about it. Today is one of those days. I am not sure we can put as many units on the reserve as we want. The current restrictions, as far as we know, may still exist. Did I miss a mention in the article of the lifting of these restrictions? The changes to the missions are great – the way everything works is extremely clear at every step, and measuring at the limit of targets rather than the center is something that the vast majority of players prefer. Strategic reserves add new army options, and thanks to the much clearer ground rules around reinforcements, you do so without causing any real headaches. Massive changes where everything can be put in strategic reserve with CP costs depending on the amount of the total PL. Units that have already been able to hit/flank deeply do not cost a CP. It is very important to read them carefully for the set of missions you play – the exact stages will differ depending on the pack you are playing. These also describe the timing of certain things that happen before the battle, such as: the declaration of strategic reserves and other entities using an ability to deploy as reinforcements.

One last thing that has been updated in the rules of the mission is the operation of objective markers. In the 8th edition, these were controlled by the player with the most models within 3″ of them. This has been optimized to align things with the number of events they have performed, and also to extend the control area a little more. It`s also a buff for MSU. Think about the mind games you can play during deployment. Armies like the Guardians will have a hard time hiding what their plan is, compared to the dark elders who may have 3-6 cheap troops that you can deploy and force you to show what you put on the reserves before deciding what they want on the reserves. Also, MSU can block neutral board edges with cheap units. The new strategic reserves are perhaps the biggest change in the fundamental rules.

It will therefore be important to familiarize yourself with them and understand how to use them correctly. Fortunately, GW says this quite clearly. The overall goal of this mechanic is to prevent valuable units from being sprayed with pipes in the first round before a player even has a chance to use them. However, you also need to think about how many points you want to keep off the board. While you could theoretically put half of your list in reserve, units that start on the battlefield will have a terrible time. AIRPLANES have two additional rules around strategic reserves: To put this in perspective, let`s say I play with a unit of 30 Chaos cultists – Ld 6 with the Champion. I lose 10 by shooting (let`s say I don`t have a CP for that anymore, so Insane Bravery doesn`t apply). In the 8th edition, I`m guaranteed not to pass the moral test because 1+10 is more than 6, so no matter how you cut it, I`m about to lose another D6+4 model out of the 20 I still have, for an average of 7.5 more lost models. With the new rules, I have a 1 in 6 chance of not losing any, but if I fail, I lose 1+ (1/6)* (20), which is on average about 3-4 more models depending on the bad luck of my luck. It`s much better and it motivates me to keep taking larger units despite the danger they will represent from Blast weapons. Morality is an area where we are less clear. We love changes overall, but we`re not quite sure yet if they will improve morale in the 9th century.

Make the edition more or less relevant than in the 8th edition. Even in our example above, failing Navy defenders on a morale test and triggering wear and tear in combat is a 1/36 chance, so it`s not something I suspect Marine Squads will spend a lot of time worrying unless you`re able to stack several leadership debuffs on them. Nevertheless, we`re interested in seeing where things go, and hopefully this will make designers more liberal with morale modifiers and make the mechanics more important in games. The integration of a unit into the reserves costs CP based on the overall performance level of the units that are placed on the reserves. This is a mechanic that many faction players will be familiar with (players of the Chaos Daemons keyword nod), but it opens up new possibilities by offering options to each faction and unit in the game. Strategic Reserves, a new addition to the rules of the game, add an extra tactical dimension to the gameplay by giving each army the ability to bypass units instead of using them normally (units that can teleport, dig, infiltrate or hit deeply can simply do their normal thing – they are not affected by these rules). If a unit is placed within 1″ of its own board edge and completely in its operational area, it can be placed in 9″ enemy models and even in the combat range of these when they are accessible. When this happens, the deployed unit counts as loaded in the combat phase. This makes it extremely difficult to completely cut the board of directors on reserves, but it is not the most interesting thing here. As always, no reserves can come on the plateau until the second corner. However, the more you keep your units in reserve, the more options you have where they can be placed on the board. They slowed down the game a bit by holding back the reserves.

Well, everything that comes out of the method of spending the PC in reserves is limited to falling on the borders and should always be at 9″ of the models. In addition to significantly streamlining the process of using reserve units, as we saw in the movement phase, 9th massively expands the ability to remove units from the table with the addition of the strategic reserve rule so that everything can be retained at a price. Some of the rules for this also overlap directly with the concepts added in the new missions, so today we are looking at them together. As for when the units arrive, it`s still up to the player to decide, but when you bring the unit, how they can configure the changes. You still don`t get any reserves in Round 1, but if you line up in Turn 2, you can line up somewhere within 6″ of a battlefield edge that doesn`t belong to your enemy or their mission area, and if you wait for Turn 3, you can show up in the enemy mission area instead (but still not along their edge). battlefield). On the other hand, if I had a unit of 10 lawyers (Ld 8 with veteran sergeant) who loses 3 models and does not pass his moral test (even after the re-roll) by 1, there is a good chance that I could take a second model of Combat Attrition, whereas previously a 9 would only bring me 1 model. Therefore, the new rules are likely to put some pressure on squads to be of minimum or maximum size, depending on the quality and range of blast weapons. Only units that are specifically placed in strategic reserves are subject to the rules in this section. While strategic reserve units are set up during the reinforcement stage of the movement phase, other methods of using the units as reinforcements still work as before, and most importantly, you don`t have to pay the cost of the strategic reserve for them.

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