No trouble, must admit I enjoyed it when I learnt you could get shorter charges due to Pythagoras :D Good job with the BA vids by the way, I've enjoyed watching a few :)
@@auspextactics I had never considered this at all for advantage, I'd certainly had disadvantages from this rule! Thanks, Auspex, I've found your channel super useful over the last year! Hope I can provide the odd insight to you too :)
If an enemy unit is behind a barricade then you can deep strike 9” from them but have a shorter charge as you only need to get to the barricade not within an inch of them
I like placing 3 Penitent Engines into Strategic Reserve if I see that my opponent has a deep strike unit. Sometimes I even "accidentally" leave a nice pocket in my backfield for that unit to deep strike into along my home edge. Once it does I can bring in those Penitent Engines right next to that enemy unit, flame it and never fail a 2" charge roll :-)
A quick Sisters of Battle-specific tip. The Deadly Descent stratagem happens immediately after the unit is set up, meaning that you can use it, then set up more reserves. I’ve used this to good effect in combination with an assassin in reserve. Drop in Seraphim by an HQ choice, put inferno pistols and overcharged plasma (the hit roll here is a great use of a 3-4 miracle die to avoid explosions) into the HQ, and then put in the assassin somewhere they can handle the HQ if they survive the Seraphim shooting, or put them elsewhere if the Seraphim kill the HQ. Also, since Deadly Descent happens in movement, it plus retributor multi-meltas plus charges from zepherim or repentia are a great way to drop a lot of unexpected damage on a C’tan or Ghaz.
Hello! I'm fairly new to 40k and am currently building a Sisters of Battle army. I would like to get some Repentia as they are highly regarded, but I don't understand about them being to charge from reserves. In the new rulebook (p256/257) it says that models arriving in reserves can't do anything on the turn they arrive. In forums I've seen that they can charge from reserves. Please could you clarify this for me?
Great insight as always. Deepstriking also keeps your opponent guessing and having to react to potential risk. May force them to deploy differently. Always an advantage.
Imagine not having the Honor the Prince strat (Emperors Children) to change one of your charge dice to a 6. I'm pretty sure the chance of failure is in the single digits, if you use that.
Apothecaries are your friend. If your under-strength unit comes in next to an Apothecary, the [Combat Revival] Stratagem happens at the end of the movement phase, therefore after the reinforcements step. So the "Further than 9in" no longer applies, and you can resurrect your model within unit coherency for an extra 2in + 32mm/40mm for 6in charges out of deepstrike!
Special mention to Alpha legion who have a stratagem to make you deploy more than 12 away and where they can shoot you when you come in. So two strategems to be aware of when facing the hydra. ( hydra dominatus)
Still got mine "incase", like incase I wanna play "Open War: FULL RANDOM!" (it was wacky & we only did it for the "big" terrain, barricades & other sized stuff we split to place before card drawing to try and mitigate the crappy scatter rolls)
About intercept-style stratagems - Auspex Scan is now performed at the end of the phase so you can't bait it out, other factions are likely to follow that way
My phone died the other day. Just got a new one today. What with everything going on in the usa... you are a most needed breath of fresh air. Tyvm for the wonderful, and informative distraction. A day was far too long it seems. Lol
What takes precedence; core rules or army abilities/stratagems? Like having always counted as moving when deploying from reinforcements vs. Ultramarine's Scions of Guilliman "Whilst the Tactical Doctrine is active, models with this ability that moved in your Movement phase, but did not Advance or Fall Back, can make attacks with ranged weapons in the following Shooting phase as if their unit had remained stationary this turn."
In the Open play game: Reinforcements step has no restrictions on the first round. "Strategic Reserves": 2. round ... says Note that these rules do not aply to unit there are using other rules that enable them to start the battle in location other than the battlefield In the Matched play: Strategic Reserves and Reinforcements unit can never arrive on the battlefield in the first turn.
i liked having hte scater dice. it really makes you have to weigh up if u want to deep strike or not. but you cant charge from deep strike then which is a negative
I think a video on Phobos armour is due, in 8th i was half and half on them, i think 9th with the heavy focus on objectives to win is going to change there usefullness
Deep strike charges can be powerful. just had a game, me Shooting Nids vs Ork killer can army. he moved almost all his units towards me to get into melee, i deep strike my Trygon Prime, that made the charge and wreaked his weak unit holding the point at his deployment zone.
Watched your TTS game against Magikarp earlier. That Imperium soup list was super interesting. Also wanted to mention the Enginseer shouldn't be able to heal the Kataphrons as they aren't Vehicles, unless I'm missing a faq on either somewhere.
Deep strike is pretty much a shooting only rule, the statistics just make it pointless with a melee unit far more often than not, unless ya just going for a bit of glorious all or nothing fun in a purely mess about game. There are always the occasional exception, but such opportunities are so rare unfortunatly.
Yeah. It'd be nice if there was an add on to the rule saying you can DS 6" but cannot shoot. You could justify it in lore as the guys getting ready to shoot can only get that close because they're not moving whereas the melee guys are charging straight out of DS so have some extra distance covered.
Orks: Tellyporta, Stormboyz, Da Jump, Unstoppable Green Tide, Kommandos, Stompa-Porta, that one Blood Axe Stratagem... they have the potential to COMPLETELY SURROUND an opponent in one turn. WAAAAGH!!!
So, I read up, and saw you can come in on your own edge at less than 9", even as close as "engagement range"... Does that apply to infiltrative units who can come in anywhere on the battlefield?
Have someone please experience have does the warlord trait from alpha legion "master of diversion" interact with "teleport strike" (obliterators) Thanks for answer
Deep Strike, or as my army calls it "Teleport Strike" can only be used on turn 2? Just like regular infantry, the only "upside" being it can arrive anywhere on the board (But still 9" from enemies) Doesn't this make this ability... not great? As you're still wasting turn 1 on them
I've been thinking about doing something like this for Salamanders: terminator librarian and terminator Chaplain with 10 relic storm bolter/claws terminators. Thoughts?
The only downside is that you can’t use the chaplains powers until the turn after you teleport him in. So no buff to charge or any litanies. It’s annoying and kinda defeats the purpose of jump pack and terminator chaplains but oh well for now.
Sounds awesome but the terminator chaplain cant do litanies after deep strike unless you use the strategem. So maybe a chaplain on bike would do better. You could also use a terminator captain to get reroles of 1
Wait, can't you deep strike units into your own deployment zone on the first turn? If you're going second, that's still dodging an enemy shooting phase.
And after deepstriking into your own deployment zone you can't move which means your unit starts in turn 2 where it otherwise would have started in turn 1. Where is the win?
@@l.d.6841 If you aren't on the field and lose the initiative roll off, it's not on the field to be shot at by enemy heavy firepower in that first enemy turn, which would be the same turn the space marines are in devastator doctrine.
@@l.d.6841 you still get to chose WHERE you deep strike, and that means you're in position to pump all the fire you want into the enemy you can see. Assuming your enemy doesn't do the same and there aren't THAT many vehicles that CAN deep strike. It's a counter to being alpha striked, and a way to give your own on your own turn since none of your incoming vehicles should be bracketed down by enemy fire. Most vehicles have plenty of range on their main guns when the smaller map is used as well/ I'm just saying that deep striking- if you have a vehicle that can do it- doesn't have to wait until 2nd turn to necessarily be useful.
@@johnj.spurgin7037 Just to make sure that there is no missunderstanding: I LOVE deepstriking, I was just not convinced by the idea to deepstrike in your own deployment zone in the first turn. Reason: With the new rules you can't decide anymore whether you take the frist turn even if you won the roll-off. If you get the first turn and deepstrike in your deployment zone you wasted the movement phase for those deepstriking units. You convinced me though that it can have advantages: - countermove against alpha-striking armies - vehicles may not need the first turn movement I talked about but instead benefit from the possibility to be positioned very well What I am still not convinced of is to use this strategy as protection from heavy fire as long as you can't hide the rest of the army as well. But I guess its worth a try...
Can someone explain to me why you have to make a 9 inch charge from deep strike? If you're measuring from the base of the enemy model, you only need 8 inches on the charge to get into engagement range off of the deep strike..
Man, one of my friends is terrible with deep striking his terminator units. Instead of tying up a plagueburst crawler, he put them right in front of the deathshroud terminators and mortarian and got demolished. I'll sent this his way
Yeah I’ve done something similar. I was playing against mind bullet and shooty Nids. The guy had a swarm lord rush up the center towards my now depleted front line. I teleported my 10 man term squad in to range of all my buffing characters to reinforce my line. They did nothing but get blasted apart by the mind bullet bugs. And then chopped into pieces by the swarm lord. 10 men down to 3 in a turn. The 3++ on the swarm lord and his high toughness meant my chain fist terminators did like nothing. Even with re rolls. In my next game I tried to be more aggressive and dropped on behind some death. 40 shots with re roll 1s killed 4 plague marines. I made the charge and killed the other 3 left over but the another big squad of 9 nearby absolutely demolished me with some strat trickery and buffs. I’m trying a new idea for tmrws game lol.
@@fracture4047 I play only ultramarines. I have some of the big characters like Bobby G. Chaplain Cassius. And Srgt Cronos. But I tend not to use the Primarch. I’m Not the best painter so I haven’t done him yet cus I want more practice and I like to give my normal captains and Lts names and a back story. I’m not that competitive but I don’t like getting stomped all the time. Which is what’s been happening lol. I also only play maybe 1 game a month. Closer to once every 2 months cus of the plague.
@@davidring681 ah yeah that makes sense. And hey, take your time painting. I took forever to getting around to painting my dreadknight becayse i wanted him to look good and all the models I did before really helped prepare me.
i have a question i cant seem to figure out. It regards transport. lets say i have 6 models in a transport. I can first move and advance with the transport, then disembark AND move my units that disembarked as if nothing happened? are they getting deployed at the end of the movement phase or in the middle of it (crucial for a custodes strategem)
Disembarkation is only possible if the transport has not moved yet. Your unit is then free to move after disembarking from the transport. There are exceptions to this like the Impulsor which lets you disembark after moving the transport but the disembarked unit can’t charge. White Scars have a strat to do the same. Disembarking happens within your movement phase.
I'd like to add something to this discussion. If your deep striker(s) are roughly the same profile as your basic infantry, you could have them possibly tie up enemy shooting from some scary units. One example I have is when my brother and I were playing a 1000 point game. He plays Eldar, I play Orks. The scariest unit he had (at the time) was a Wraithlord equipped with scatter lasers. In order to stop it from tearing Ghazghkull a new one, I sent my Stormboyz in from out of deep strike to tie it up in combat. The Stormboyz didn't survive, but they stopped what could've been death for Ghazghkull.
"death from above": unit drop in the Reinforcements step of one of your Movement phases. In the Open play game: Reinforcements step has no restrictions on the first round. "Strategic Reserves": 2. round ... says Note that these rules do not aply to unit there are using other rules that enable them to start the battle in location other than the battlefield In the Matched play: Strategic Reserves and Reinforcements unit can never arrive on the battlefield in the first turn.
Can't see Deep Strike without hearing the Terminator Squad in Dawn of War 1. "DEep StrOYking!"
Multiple simultaneous and devastating deep strikes...
YAS!
Terminators Ready!
I legit quotes dawn of War when playing 40K
We are the Emperor's finest
The Codex Astartes calls this maneuver "Steel Rain"
SPEHSS MEHREEENS!
*Steehl Rehn
The codex astartes does not support this action
@@bartonfarm4627 Oh, shut up Leandros. Live a little.
@@marcwittkowski5146 worth it 😂
Really interesting point about enemies being in a ruin and engagement range having vertical height! I had never considered this! Thanks!
No trouble, must admit I enjoyed it when I learnt you could get shorter charges due to Pythagoras :D Good job with the BA vids by the way, I've enjoyed watching a few :)
@@auspextactics I had never considered this at all for advantage, I'd certainly had disadvantages from this rule! Thanks, Auspex, I've found your channel super useful over the last year! Hope I can provide the odd insight to you too :)
@Tonya Patrick it's gone a bit too far for me now lol :)
If an enemy unit is behind a barricade then you can deep strike 9” from them but have a shorter charge as you only need to get to the barricade not within an inch of them
I like placing 3 Penitent Engines into Strategic Reserve if I see that my opponent has a deep strike unit. Sometimes I even "accidentally" leave a nice pocket in my backfield for that unit to deep strike into along my home edge. Once it does I can bring in those Penitent Engines right next to that enemy unit, flame it and never fail a 2" charge roll :-)
A quick Sisters of Battle-specific tip. The Deadly Descent stratagem happens immediately after the unit is set up, meaning that you can use it, then set up more reserves. I’ve used this to good effect in combination with an assassin in reserve. Drop in Seraphim by an HQ choice, put inferno pistols and overcharged plasma (the hit roll here is a great use of a 3-4 miracle die to avoid explosions) into the HQ, and then put in the assassin somewhere they can handle the HQ if they survive the Seraphim shooting, or put them elsewhere if the Seraphim kill the HQ.
Also, since Deadly Descent happens in movement, it plus retributor multi-meltas plus charges from zepherim or repentia are a great way to drop a lot of unexpected damage on a C’tan or Ghaz.
Hello! I'm fairly new to 40k and am currently building a Sisters of Battle army. I would like to get some Repentia as they are highly regarded, but I don't understand about them being to charge from reserves. In the new rulebook (p256/257) it says that models arriving in reserves can't do anything on the turn they arrive. In forums I've seen that they can charge from reserves. Please could you clarify this for me?
Great insight as always. Deepstriking also keeps your opponent guessing and having to react to potential risk. May force them to deploy differently. Always an advantage.
lucky me, i was just planning on having a jump pack captain!
Imagine not having the Honor the Prince strat (Emperors Children) to change one of your charge dice to a 6. I'm pretty sure the chance of failure is in the single digits, if you use that.
About 11% to roll two 2 or less
Apothecaries are your friend. If your under-strength unit comes in next to an Apothecary, the [Combat Revival] Stratagem happens at the end of the movement phase, therefore after the reinforcements step. So the "Further than 9in" no longer applies, and you can resurrect your model within unit coherency for an extra 2in + 32mm/40mm for 6in charges out of deepstrike!
Special mention to Alpha legion who have a stratagem to make you deploy more than 12 away and where they can shoot you when you come in. So two strategems to be aware of when facing the hydra. ( hydra dominatus)
Who else remembers when scatter dice were a thing?
It also made firing the Leman Russ battle cannon a fun experience for the whole imperial family.
Still got mine "incase", like incase I wanna play "Open War: FULL RANDOM!" (it was wacky & we only did it for the "big" terrain, barricades & other sized stuff we split to place before card drawing to try and mitigate the crappy scatter rolls)
Pepperidge Farm remembers.
I played 10 years ago
They’ll be back. Hold on to your templates too. Guaranteed 10th or 11th edition will reintroduce them.
Deathwatch is amazing at deepstriking, especially in terms of shooting.
Got my 10 eradicators ready to go, just waiting for those heavies to drop.
About intercept-style stratagems - Auspex Scan is now performed at the end of the phase so you can't bait it out, other factions are likely to follow that way
My phone died the other day. Just got a new one today. What with everything going on in the usa... you are a most needed breath of fresh air. Tyvm for the wonderful, and informative distraction. A day was far too long it seems. Lol
“Strike from the skies Brothers!”
What takes precedence; core rules or army abilities/stratagems? Like having always counted as moving when deploying from reinforcements vs. Ultramarine's Scions of Guilliman "Whilst the Tactical Doctrine is active, models with this ability that moved in your Movement phase, but did not Advance or Fall Back, can make attacks with ranged weapons in the following Shooting phase as if their unit had remained stationary this turn."
So while Strategic Reserve have to wait to turn 2. Units with Deployment Abilities can strike turn 1.
In the Open play game:
Reinforcements step has no restrictions on the first round.
"Strategic Reserves": 2. round ... says Note that these rules do not aply to unit there are using other rules that enable them to start the battle in location other than the battlefield
In the Matched play:
Strategic Reserves and Reinforcements unit can never arrive on the battlefield in the first turn.
i liked having hte scater dice. it really makes you have to weigh up if u want to deep strike or not. but you cant charge from deep strike then which is a negative
Ooo perfecting timing, I have a few assault smash termies and 5 vanguard with jump packs
Flayed ones and scarabs are terrifying when they come outta absolutely nowhere tbh
scarabs cant deep strike though, and there is no point coz of their rediculous movement
Yo just wanted to say that it was fun to watch you play on dicecheck.
Wow what? On twitch or on TH-cam?
I think a video on Phobos armour is due, in 8th i was half and half on them, i think 9th with the heavy focus on objectives to win is going to change there usefullness
Legit was looking through your video catalog yesterday for this exact thing. I play Scions so it’s useful
I miss scatter dice striking. It was fun
1. Descend upon the foe
2. Overwhelm them
3. Leave none alive
4. Profit?
"Step For: Increased Renown and Requisition points"
Deep strike charges can be powerful.
just had a game, me Shooting Nids vs Ork killer can army.
he moved almost all his units towards me to get into melee, i deep strike my Trygon Prime, that made the charge and wreaked his weak unit holding the point at his deployment zone.
Watched your TTS game against Magikarp earlier. That Imperium soup list was super interesting. Also wanted to mention the Enginseer shouldn't be able to heal the Kataphrons as they aren't Vehicles, unless I'm missing a faq on either somewhere.
New FAQ hot on your tail lol
Deep strike is pretty much a shooting only rule, the statistics just make it pointless with a melee unit far more often than not, unless ya just going for a bit of glorious all or nothing fun in a purely mess about game. There are always the occasional exception, but such opportunities are so rare unfortunatly.
Yeah.
It'd be nice if there was an add on to the rule saying you can DS 6" but cannot shoot.
You could justify it in lore as the guys getting ready to shoot can only get that close because they're not moving whereas the melee guys are charging straight out of DS so have some extra distance covered.
I think deep strike needs the return of random chances to make it a risk vs reward and make transports an attractive option again.
Thank you, applicable advice to my GC and Admech!
Deep striking Flame Aggressors 🔥 and Scouts and terror lieutenants (reiver with head taker relic) is a cool thing
this gonna be wild with daemons in tenth bro
so can i deep strike on 2nd turn and on the enemy deployment zone?
Orks: Tellyporta, Stormboyz, Da Jump, Unstoppable Green Tide, Kommandos, Stompa-Porta, that one Blood Axe Stratagem... they have the potential to COMPLETELY SURROUND an opponent in one turn.
WAAAAGH!!!
So, I read up, and saw you can come in on your own edge at less than 9", even as close as "engagement range"... Does that apply to infiltrative units who can come in anywhere on the battlefield?
So helpful ty
Have someone please experience have does the warlord trait from alpha legion "master of diversion" interact with "teleport strike" (obliterators)
Thanks for answer
Deep Strike, or as my army calls it "Teleport Strike" can only be used on turn 2? Just like regular infantry, the only "upside" being it can arrive anywhere on the board (But still 9" from enemies)
Doesn't this make this ability... not great? As you're still wasting turn 1 on them
in the codex it says on any of your movement phases, so including turn 1
@@BeginnerDude not in matched play. Matched play has a specific rule that says you cant use it in turn one.
I needed this , thanks! AVE DOMINUS NOX!
The video i was waiting for
I've been thinking about doing something like this for Salamanders: terminator librarian and terminator Chaplain with 10 relic storm bolter/claws terminators. Thoughts?
The only downside is that you can’t use the chaplains powers until the turn after you teleport him in. So no buff to charge or any litanies. It’s annoying and kinda defeats the purpose of jump pack and terminator chaplains but oh well for now.
Sounds awesome but the terminator chaplain cant do litanies after deep strike unless you use the strategem. So maybe a chaplain on bike would do better. You could also use a terminator captain to get reroles of 1
@@davidring681 I'm thinking of doing master of sanctity on him to get buff and cheaper stratagem
@@srengenet247 I'm thinking of doing master of sanctity on him to get buff and cheaper stratagem
I'd quite enjoy something like this for deathwatch
i think deep striking into cover should have some rules that gives negatives like befor. i think its just a bit much that there isnt
Do homing beacons still exist? I can't find anything in rule books
Wait, can't you deep strike units into your own deployment zone on the first turn? If you're going second, that's still dodging an enemy shooting phase.
And after deepstriking into your own deployment zone you can't move which means your unit starts in turn 2 where it otherwise would have started in turn 1. Where is the win?
@@l.d.6841 If you aren't on the field and lose the initiative roll off, it's not on the field to be shot at by enemy heavy firepower in that first enemy turn, which would be the same turn the space marines are in devastator doctrine.
@@l.d.6841 you still get to chose WHERE you deep strike, and that means you're in position to pump all the fire you want into the enemy you can see. Assuming your enemy doesn't do the same and there aren't THAT many vehicles that CAN deep strike.
It's a counter to being alpha striked, and a way to give your own on your own turn since none of your incoming vehicles should be bracketed down by enemy fire.
Most vehicles have plenty of range on their main guns when the smaller map is used as well/ I'm just saying that deep striking- if you have a vehicle that can do it- doesn't have to wait until 2nd turn to necessarily be useful.
@@johnj.spurgin7037 Just to make sure that there is no missunderstanding: I LOVE deepstriking, I was just not convinced by the idea to deepstrike in your own deployment zone in the first turn. Reason:
With the new rules you can't decide anymore whether you take the frist turn even if you won the roll-off. If you get the first turn and deepstrike in your deployment zone you wasted the movement phase for those deepstriking units.
You convinced me though that it can have advantages:
- countermove against alpha-striking armies
- vehicles may not need the first turn movement I talked about but instead benefit from the possibility to be positioned very well
What I am still not convinced of is to use this strategy as protection from heavy fire as long as you can't hide the rest of the army as well. But I guess its worth a try...
@@l.d.6841 It definitely isn't something to always do, but there is a lot of strategic utility to it in some matchups yeah.
Which phase do you deepstrike in tho
Can someone explain to me why you have to make a 9 inch charge from deep strike? If you're measuring from the base of the enemy model, you only need 8 inches on the charge to get into engagement range off of the deep strike..
Deep strike is 9". If you deep strike and charged with 8" you would be at 1", not within 1".
Man, one of my friends is terrible with deep striking his terminator units. Instead of tying up a plagueburst crawler, he put them right in front of the deathshroud terminators and mortarian and got demolished. I'll sent this his way
I feel like many people use DS too aggressively and it often just puts their units in the firing line and this is just one example of that.
Yeah I’ve done something similar. I was playing against mind bullet and shooty Nids. The guy had a swarm lord rush up the center towards my now depleted front line. I teleported my 10 man term squad in to range of all my buffing characters to reinforce my line. They did nothing but get blasted apart by the mind bullet bugs. And then chopped into pieces by the swarm lord. 10 men down to 3 in a turn. The 3++ on the swarm lord and his high toughness meant my chain fist terminators did like nothing. Even with re rolls. In my next game I tried to be more aggressive and dropped on behind some death. 40 shots with re roll 1s killed 4 plague marines. I made the charge and killed the other 3 left over but the another big squad of 9 nearby absolutely demolished me with some strat trickery and buffs. I’m trying a new idea for tmrws game lol.
@@davidring681 I'm just curious but what chapter do you play?
@@fracture4047 I play only ultramarines. I have some of the big characters like Bobby G. Chaplain Cassius. And Srgt Cronos. But I tend not to use the Primarch. I’m
Not the best painter so I haven’t done him yet cus I want more practice and I like to give my normal captains and Lts names and a back story. I’m not that competitive but I don’t like getting stomped all the time. Which is what’s been happening lol. I also only play maybe 1 game a month. Closer to once every 2 months cus of the plague.
@@davidring681 ah yeah that makes sense. And hey, take your time painting. I took forever to getting around to painting my dreadknight becayse i wanted him to look good and all the models I did before really helped prepare me.
i have a question i cant seem to figure out. It regards transport. lets say i have 6 models in a transport. I can first move and advance with the transport, then disembark AND move my units that disembarked as if nothing happened? are they getting deployed at the end of the movement phase or in the middle of it (crucial for a custodes strategem)
Disembarkation is only possible if the transport has not moved yet. Your unit is then free to move after disembarking from the transport. There are exceptions to this like the Impulsor which lets you disembark after moving the transport but the disembarked unit can’t charge. White Scars have a strat to do the same. Disembarking happens within your movement phase.
@@enragiusmattheo6003 thanks. That explains a lot.
I'd like to add something to this discussion.
If your deep striker(s) are roughly the same profile as your basic infantry, you could have them possibly tie up enemy shooting from some scary units.
One example I have is when my brother and I were playing a 1000 point game. He plays Eldar, I play Orks. The scariest unit he had (at the time) was a Wraithlord equipped with scatter lasers. In order to stop it from tearing Ghazghkull a new one, I sent my Stormboyz in from out of deep strike to tie it up in combat. The Stormboyz didn't survive, but they stopped what could've been death for Ghazghkull.
Lord Regent of the Imperium Nihilus Dante approves this video
Also, would you wait till turn 3 to drop so to make the most use out of Savage Echoes?
Can Drop Pods come in in turn 1?
No deep strike can only happen turn 2
With DS the Craftworlds stand a chance this edition.
Sorry to bother, but why do you have no damage output in turn 1? Can I not deep strike in turn 1? Core rule book doesn't say anything like that.
it was an FAQ sometime in 8th edition but it still holds true. As far as I'm aware only the first born marine drop pod can come in on turn 1.
In Open play you can do it. But the majority of play (including tournament) is Matched. Open lets you do unbalanced nonsense.
ok thank you all!!
"death from above": unit drop in the Reinforcements step of one of your Movement phases.
In the Open play game:
Reinforcements step has no restrictions on the first round.
"Strategic Reserves": 2. round ... says Note that these rules do not aply to unit there are using other rules that enable them to start the battle in location other than the battlefield
In the Matched play:
Strategic Reserves and Reinforcements unit can never arrive on the battlefield in the first turn.
Can you deep strike a rhino? Can you deploy their cargo in the same turn? And do you have to pay for the cargo too?
Not a single mention of RG? 🤔
🔥🎸🔥
Hello my friend :)
@@ba_commander
Ha! Cheers man!
You can sleep now