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Main => 40K Rules and Questions => Topic started by: l33t on July 11, 2020, 10:12:57 PM

Title: Reinforcements in the 1st turn
Post by: l33t on July 11, 2020, 10:12:57 PM
Hi all, not sure if anyone has the rule book, but from what I have read on the Warhammer community page, I can’t see any limitations on when reinforcements can be deployed. I think we can reserve for example, a unit of war walkers and then bring them on in the first turn protecting them if the opponent has priority. .
Have I got that right?
Title: Re: Reinforcements in the 1st turn
Post by: Grand Master Lomandalis on July 12, 2020, 12:41:08 AM
It is hard to say what the reality will be as they will be the full rules and chapter approved on the same day.

I have a feeling that they will include in Chapter Approved the same reserve restriction on units that have an innate deep strike ability from the previous edition.  There is no way that units that don't have to pay command points to deep strike will be allowed to come in on the first turn without exemption (ie Drop Pods).
Title: Re: Reinforcements in the 1st turn
Post by: Alienscar on July 12, 2020, 04:52:19 PM
Hi all, not sure if anyone has the rule book, but from what I have read on the Warhammer community page, I can’t see any limitations on when reinforcements can be deployed. I think we can reserve for example, a unit of war walkers and then bring them on in the first turn protecting them if the opponent has priority. .
Have I got that right?

Well The Core Rules that GW have freely provided says

Quote from: ENG_40K9_Basic_Rules
Some units have a rule that allows them to start the battle in a
location other than on the battlefield; units that use such rules are
called Reinforcements, and they will arrive later in the battle as
described by their rule.

Details of how to set up Reinforcement units are described in the same rules that enabled
the unit to be set up in a location other than the battlefield.

So the only limitation on when Reinforcement units can be deployed will be described in that units rules

Tactical Reserves on the other hand is something different to Reinforcements and Strategic Reserves can't arrive earlier than the second turn.

And if I am reading it correctly Strategic Reserves can't be used with Reinforcement units

Quote from: Warhammer Community
. It’s worth pointing out at this stage that, if your units have abilities that enable them to set up somewhere other than the battlefield (such as a teleportarium chamber for the Teleport Strike ability of Terminators or when using the Cult Ambush ability of the Genestealer Cults), the Strategic Reserves rules don’t apply to them.
Title: Re: Reinforcements in the 1st turn
Post by: Lord of Winter and War on July 13, 2020, 07:42:20 AM
The rule to not deepstrike turn 1 wasn't a core rule in the last edition either. It was a matched play rule.

Since the chapter approved mission book is meant exclusively for matched play, that is where I expect such rules to be.