Warhammer 40k how does deep strike work




















Yeah - I don't know how you can read those 2 rules regarding Strategic Reserves and Crusade missions - one of them has to be false. Given that there are no rules for where Strategic Reserves arrive on the 1st turn, it has to be the Crusade Mission Pack that is wrong - it tries to make an exception to a rule without giving the rules that would allow that exception to occur.

Except that's not how the new rules use the 2 terms, neither of which seems to include units bought from points during the game. In 8th, Strategic Reserves are a specific type of reserves that aare withheld from the battlefield using the Strategic Reserves rules see pages 80 and 81 of the Mission Pack, pages of the Core Rule Book - which costs CP based on the total power level of units put into Strategic Reserves, states you can't come on in Turn 1, and requires you to deploy within 6" of a table edge, with which table edge that must be expanding from turn to turn.

So, a very specific set of rules on how units can be put into reserves, and how and when they can come out of reserves. Aircraft leaving the battlefield and returning ostensibly also use the Strategic Reserves rule, though they use the more traditional '"deepstrike" more than 9" from enemy' rule for coming on. The rules also specifically deal with Repositioned and Replacement units page 90 of the Mission Pack, page of the Core Rules , neither of which are Reinforcements or Strategic Reserves.

Neither term Reinforcements or Strategic Reserves applies directly to units that are purchased from a pool of points during the battle, such as chaos demons.

Indeed, I could find no such mention of such units in the rules. Since such units depend entirely on their specific rules for how and when they come on the battlefield, I don't think they fall under the terms Reinforcements or Strategic Reserves. For example, some such units for example, horrors that split when killed by their rules come in at different times than the Reinforcement sub-phase, so really can't fall under the Reinforcements rule.

Likewise, such units don't even exist until they are brought on unlike units put into reinforcements or strategic reserves from your army as there only a pool of points that don't form units until you "create" those units by bringing them onto the battlefield, so can't form a unit that count as destroyed if unused by the end of the game - which is a rule that applies to Reinforcements.

So, neither Reinforcements or Strategic Reserves are limited to units bought from a pool of points after the battle is started, and it is questionable whether such mid-battle purchased units even classify as reinforcements they certainly aren't strategic reserves. Now the problem is that, while Reinforcements have the rules for deployment built into the individual units' rules, Strategic Reserves do not.

Rather, the rules for coming onto the table depend on what turn it is. There are literally no rules for how something is to come onto the table from Strategic Reserves on turn 1. That means that, with the conflict of rules between the Strategic Reserves rules and the Crusade Mission Pack rules, it is impossible to resolve that dispute in favour of the Crusade rules within the rules that exist, as doing so would require the players to make up rules to allow that to occur.

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Answered War gear help? Ask A Question. Keep me logged in on this device. Crusade: Catastrophe — The Goonhammer Review. Crude Photogrammetry. Goonhammer Hobby Round-up: October Rip and Tear! Welcome to the New Goonhammer. If I try to disembark whether from a destroyed transport or not and there is only space for 9 models out of my model unit, is the unit completely unable to disembark and so dies if the transport had been destroyed, unless I use the Emergency Disembarkation stratagem?

This is made clear by the last few sentences of the Unit Coherency rules which are, unhelpfully, on a different page form the rules for disembarking :. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency.

When this is the case, any models that cannot be set up are considered to have been destroyed. Depending on how many models you have going from losing models on 1s to losing them on rolls of a 1 or 2 in exchange for saving for a single model is probably not worth it most of the time. In previous editions this was probably rarer than it might end up being in certain games of 9th edition with a smaller table and Infiltrators being pretty common.

The FAQ clarified that in the case of attacks that make multiple hit rolls, each hit roll is considered a separate attack. Dang, there just went my ultimate Chaos invasion of the Tau. If you go into the Reinforcement screen of your stronghold if you are not Space Marines it is not this specific map area, it is your race's home stronghold and click the arrows over you will find that there is a third option available: Deep Strike. A selection of troops will be available.

These units cost more than they would for a regular reinforcement of a host location, but what happens is that you can call on them to show up for any standard offensive fight in the fight prep screen, if you click the arrow over from the Honor Guard heading on the left it will move to the Deep Strike set of units.

If you win the fight the used units return to the Stronghold to be used again, and it costs nothing to call a built unit into a fight. They show up next to your base at the beginning of the fight.



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