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  1. #1
    Brother-Sergeant
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    Default questions about reserves

    Hello,
    So I have two questions regarding reserves;
    First, the rulebook states that a player is allowed to have up to 50% of their units in reserve. This number is rounded up and does not include units that must begin the game in reserves or units embarked on transports that must begin in reserves. By that logic a 1000 point grey knights army that includes a 10 man strike squad, an HQ and a dreadnought embarked on a storm raven gunship and a squad of terminators in reserve is legal though nothing would be in the table at the beginning of the game. The danger would be if you are unable to get the termies or the storm raven out of reserves turn one you lose. Is this a correct interpretation of the rules?

    Second, does the 50% cap apply to each detachment (for armies using allies) or is it an overall number for all units under your control?

    Thanks for the input

  2. #2

    Default

    You have the dangers of the null deployment correct. There are a few armies that can still do it, though they seem to be steadily stripping that ability from the game as they update armies for 6th edition.

    The 50% cap is for your entire army. The rule just says "up to half of their [players'] units."

  3. #3

    Default

    Seeing as how you can't get reserves turn one, wouldn't you just auto lose?

  4. #4
    Brother-Sergeant
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    Default

    You can't get reserves turn one? Do you have a page number for that?

  5. #5

    Default

    Unless there's a special rule involved (Drop Pods come to mind, and there's a GK character I think) reserves start turn 2. Start rolling during turn two, see page 124

  6. #6

    Default

    Quote Originally Posted by droozy View Post
    You can't get reserves turn one? Do you have a page number for that?
    Page 124, the earliest you can roll for reserves is at the start of turn 2.

  7. #7
    First-Captain
    Join Date
    Jul 2011
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    Default

    Granmaster Mordock, which fnp and it will not die would be awesome on.

    Example:

    Strike squad
    Strike squad

    Mordock 5 ghost knights
    Paladins land speeder
    Deepstiking dread knight

    That would be legal since transports do not count. Land speeder I meant to say storm raven.

    If you are wiped out from the board at theend of turn 1 or any game turn you lose.

    Example:
    turn 1:
    Nids go first and wipe out the knight on the field
    Greyknight turn mordock comes in via ds.
    End of turn 1 game still goes on since greyknights still have units on the board.

    Turn 2
    Nids kill mordock and wipes the board
    Greyknight turn and no reserves come in
    End of turn 2 no greyknight models are on the board, so they lose the game to the nids.

  8. #8
    First-Captain
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    Default

    Quote Originally Posted by Magpie View Post
    Page 124, the earliest you can roll for reserves is at the start of turn 2.
    Drop pod assault, Dark Angels, Grand Master Mordock can all deep strike on turn one.

    Most units have to deep strike turn 2
    Turn 2 +3
    Turn 3 +3
    Turn 4 auto come in.

    Awesome to fly off turn 3 to come back on turn 4 in a better position. Hell drake for example.

  9. #9
    Chapter-Master
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    Default

    Quote Originally Posted by chicop76 View Post
    Granmaster Mordock, which fnp and it will not die would be awesome on.
    Too bad you can't get it.
    I am the Hammer. I am the right hand of my Emperor. I am the tip of His spear, I am the gauntlet about His fist. I am the woes of daemonkind. I am the Hammer.

  10. #10

    Default

    Quote Originally Posted by chicop76 View Post
    That would be legal since transports do not count.
    Be careful there, transports do count, it's only if they MUST start in reserves that they don't. Which in this case is fine because the transport is a flyer.

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