Hell yeah man these are my favorite how to play/git gud videos. Thanks for the work you put in to this series and the channel in general. P.S. your lighting and sound has leveled up the last few videos l. It's coming together nicely!
I just started playing daemons under 10th :) Having an army with everything with deep strike ability is awesome. Daemons have rules which allow them to get around some of the reserve restrictions. Ie, shadow of chaos allows them to deep strike within 6", and denizens of the warp allows them to deep strike within 3". Or, the realm of chaos allows them to come off the board and deep strike on their turn 1.
Unless I've missed something, drop pods don't actually have any rule limiting how far away thy must be set up on the battlefield. The only restriction is that the unit(s) that subsequently disembark from them must end up more than 9" away from enemies but the pod itself seems like it can be dropped in closer (unless something like infiltrators force it back)...
I recently got into Warhammer 40k on Tabletop last month, and one of my first few matches was getting gunned down by Tau, but at the very least, I learned about Strategic Reserves before the match and learned how much they allow the eradicators to destroy key units when needed. The fact that the maximum distance from most enemies they're allowed to deploy (9 inches) is just enough to get their melta damage bonus shows how much strategics reserves can do for them.
Unfortunately Eradicator's weapons are all 18", so they need to be within 9" to trigger melta bonuses Strategic Reserves set up units outside 9" of enemies
@@TacticalTortoise Oh man, you're right! It said they have to be MORE than 9". Shoot! My friends and I have been doing reserves wrong the whole time then! Thanks for correcting me on that.
(Please Message the Channel) I am pretty sure that the reserves rule referencing the "Playing Leviathan Games Pamphlet" is limited to playing games of Leviathan. The main rulebook says (Core Rules pg43) "Units that are placed into Strategic Reserves are called Strategic Reserves units, and can arrive later in the battle during the Reinforcements step of any of your Movement phases except during the first battle round. Any Strategic Reserves units that are not on the battlefield at the end of the battle count as destroyed." The first turn restriction does not apply to 'Normal' Reserves (deep strike etc.,) as no restriction is placed on them (Core Rules pg16) Counting as destroyed happens if not arrived by the end of the game If strategic reserves were not allowed after turn 3, aircraft would be a serious issue! (We no longer have a (previous edition) separate rule covering 'continual reserves')
i love your videos and all the ruling stuff you say. now I'm even more confused about Strategic Reserves, Reserves, Reinforcement, Deep-Strike, Replace a Unit (ophydian destroyers, trans c'tan) with deep strike or not, available first turn or not. thanks :D but serious thank you for bringing this up. i guess i need to watch it 10 times to get the gw ruling right...
Question: Can reserves be used in the Combat Patrol gamemode? It does not strictly specify as it only seems to talk about Deepstrike units in the CP rule book and it's become a talking point of discussion in my group of friends.
Being consistent about using vocabulary you have identified is a key part of rules, law, etc You would flunk out of law school if u did what gw does and use different words sometimes and just hope everyone knows it was a synonym
So stupid question: units that are off the board (i.e. reserves) can be affected by statagems and abilities; if I have a flyrant and a mawloc in deep strike can I use rapid ingress on the mawloc for free via the flyrant's will of the hive mind's ability?
I've been struggling with these rules as I'm using Gargoyles in the unending swarm detachment. The unending waves strat allows a new unit of gargoyles to be placed in strategic reserves when a unit is destroyed. Since they have deep strike i think that means in theory if they are deployed normally (so not using deep strike) but then somehow destroyed in the opponents turn 1 (let's say by indirect fire) the replacement unit can deep strike in my next turn (which could my turn 1 if i go second). Is that right?
Excellent video, thanks. One thing I always struggle with, is actually being able to deep strike my Terminators. As far as I can tell, it's nearly impossible to do so anywhere useful, because your opponent knows where you've placed the teleport homer and moves units there to prevent the Terminators from coming in. That ends up meaning either deep striking in your own deployment zone, (totally worthless due to slow movement) or jist start them on the battlefield in the first place, (also very meh and they might as well not have deepstrike). What am I doing wrong? Am I missing something?
Oh FFS, ignore my comment/ question above. I'm an idiot and really need to learn to RTFM, or in this case the Abilities panel of the data sheet. All now becomes clear, lol.
Thank you for the great video! A question as I am a bit confused. My oponent goes first in the game and I cannot rapid ingress a drop pod in then his first turn as it would be out of phase?
This is a tough question, it really comes down to how your TO or tournament circuit rules it. Technically RAW no for most of the drop pod phrasing. But plenty of places allow you to do it, so it's hard to say. Edit: technically RAW you can't even use deep strike with Rapid ingress but no one plays it like that.
@@thecasualwargamer5195 no it's the out of phase rules commentary that causes the issue. Technically anything that requires the reinforcement step of your movement phase can only happen on your turn due to the terribly written out of phase rules. However one could argue that the rapid ingress activates away the "in your movement phase" but then big guns never tire should probably work with overwatch but that has also been ruled to not work with the latest GW tournament FAQ. The out of phase rules are an absolute mess. The saving grace for rapid ingressing is that the actual example in the core rules shows what shouldn't be possible due to the later released commentary. Overall rapid ingressing shouldn't work ever. But because of course it does work it should work all the time with drop pods and with deepstrike and basic strat reserves.
I learned this lesson the hard way in my first game I put everything I had onto the field - including my War Dog Brigand, which I wasn't entirely aware of the potential it held. Needless to say, it was focused down by my opponent immediately, deleted in turn one before I could even use it. Now I know to have it enter later, rather than getting shut down before it gets use.
You can only embark after making a Normal Move, Advance, or Fall Back move. When a Reserve unit is set up it counts as having made a "Normal Move that phase". It's a bit wonky but I'd say that it would work
@@cameronhaynes9983 asked trevvie on stream and he said no since there was no "at the end" or "finished a move". So I don't think you can embark immediately
No, because you can only normally embark "during" the movement phase and reserves are at "the end" of the movement phase. The rules commentary says that all rules that happen "during" the movement phase can't be used at the end of the movement phase.
Can an infiltrator unit arriving from reserves count as being deployed, using the infiltrate rule, or does it need to set up within 6 of a battlefield edge like normal?
No because Infiltrator is a deployment only rule. Once the game has started no units can count as being deployed. Deployment is just pre-game. Reserves however don't need to be set up near a battlefield edge. If it's deep strike you only need to be 9in away from all enemy models. If it's a strategic reserve unit then yes it must always be near a battlefield edge.
Wait, so if Gsc units have deep strike and my oppon ent goes first, Ican One With the Shadows with them top half of turn 1 and drop them down in bottom half of turn 1?
Can a disclaimer get added that a lot of the rules mentioned are for the Leviathan missions and not core rules? There are currently 4 other missions out that do not use a lot of the rules mentioned in the video. Thanks.
Need to watch this three or four times as I still don’t understand strat reserves vs reserves. And the points restrictions between them. So stupid, why couldn’t it just have been one system!?
Reserves is both deep strike and start reserve points together and can’t be more than 50%, 25% to start reserves and 25% to deep strike, does that make sense?
Ok, here's one for you. And scratch your 🐈 for me. Rapid ingress....end of opponents move phase.... wraithguard unit coming in on side edge.... opponent still finished it's move phase, still the end of their move phase. May blessed eldar players use the best strat 'phantasm' to either move another infantry unit or can it target the wraithguard unit that just rapid ingressed to move another 6" ?
Because both stratagems are used and resolve silumtaneously; the order is up to the active player. So they wouldn't work well together because the active player could force their opponent to resolve phantasm first.
For the life of me I’ve looked everywhere and nowhere is it in my leviathan mission pack(comes in leviathan) or the core rules where this deploying units rule is. I have a Tiger shark and want to play it and make sure I can reference the rule properly when explaining to my opponent where tf it is lol
@@dumi_019 I'm not sure I have seen tournaments where they left the ethereal in reserves until round 5 but the rules in the app say nothing about beening destroyed at turn 3.
Food for thought. That world championship FAQ so far doesn't even apply to normal tournaments. It has some crap that completely contradicts core rules and period FAQ notes. So normal players can use it to inform some nebulous areas but don't think it's rewriting the core rules or countering other FAQ documents.
A good example is the disembark adjustment does explicitly refute core rules and prior guidance. If you have a event document it is secondary to core rules. If they wanted it to be an update it would have released as such rather than an event document. Same for some of the rewriting of specific characters abilities.
Final comment, unless something has changed this FAQ is not actually listed on the community page for normal reference it is intended only for attendees of the event. I expect this is because that FAQ will also conflict balance data slate, commentary, and codex updates coming 2024. Feels like 90s competitive MTG all over again. Love it once you grasp what is happening.
I thought any reserves units that have not been set up on the battlefield by the end of the battle count as destroyed; where in the rules does it state by the end of the third battle round?
@@thecasualwargamer5195 page 43 of the Core Rules state "Those not on the battlefield at the end of the battle count as destroyed", this video at 8:45 states "Reserve units that have not arrived on the battlefield by the end of the third battle round count as having been destroyed"; which of these rules is correct?
So after reading the available source material, it seems like Games Workshop rules continue to be a mess, there appears to be a rules conflict between the Core Rule book and the Leviathan Mission Pack. If you use the Core Rules, Deep Strike is allowed on turn one and all units can stay in Reserve until the end of the Battle. However, if you decide to play the Leviathan Mission Pack, then you cannot Deep Strike on turn one and all units in reserve are lost after turn three. Why can't there be just one set of rules that everyone can play without having to cross reference various rules for answers.
I appreciate all your help here. As a newer player i am annoyed what a piss poor job gw does in addressing rules for its game. Even if you pay for their ridiculously priced app you still won't actually know how to play without binge watching free TH-cam videos.
If the deep strike rule can be used whenever you want, even if the unit is in strategic reserves then why does the deep strike rule explicitly state that it only functions in the declare battle formation step? The actual rule and the rule commentary contradict each other and can't both be true.
Yes but actually no in most circumstances. In the core rules, you are allowed to Deep Strike Turn 1. However, the Mission rules (I.e. Leviathan Mission deck, Leviathan Crusade Mission Pack) will specify whether you can resolve Deep Strikes in turn 1. (Baring units such as Drop Pods which specify they can ignore that.)
Hell yeah man these are my favorite how to play/git gud videos. Thanks for the work you put in to this series and the channel in general. P.S. your lighting and sound has leveled up the last few videos l. It's coming together nicely!
Glad you're enjoying ;)
I didn't realize deep strike reserves are different than strategic reserves. I've been limiting myself to 25% reserves no matter what.
13:38 deep strike is more than 9”
Thank you so much for these videos! I'm really excited to play my first game of 40k, and these have been invaluable!
Glad they're helping!
Super helpful video. I just started playing around October this year and my first army is daemons so I have to plan around this type of thing.
I just started playing daemons under 10th :) Having an army with everything with deep strike ability is awesome. Daemons have rules which allow them to get around some of the reserve restrictions. Ie, shadow of chaos allows them to deep strike within 6", and denizens of the warp allows them to deep strike within 3". Or, the realm of chaos allows them to come off the board and deep strike on their turn 1.
Unless I've missed something, drop pods don't actually have any rule limiting how far away thy must be set up on the battlefield. The only restriction is that the unit(s) that subsequently disembark from them must end up more than 9" away from enemies but the pod itself seems like it can be dropped in closer (unless something like infiltrators force it back)...
I recently got into Warhammer 40k on Tabletop last month, and one of my first few matches was getting gunned down by Tau, but at the very least, I learned about Strategic Reserves before the match and learned how much they allow the eradicators to destroy key units when needed. The fact that the maximum distance from most enemies they're allowed to deploy (9 inches) is just enough to get their melta damage bonus shows how much strategics reserves can do for them.
Unfortunately Eradicator's weapons are all 18", so they need to be within 9" to trigger melta bonuses
Strategic Reserves set up units outside 9" of enemies
@@TacticalTortoise Oh man, you're right! It said they have to be MORE than 9". Shoot! My friends and I have been doing reserves wrong the whole time then! Thanks for correcting me on that.
14:48 it's "uppy downy" in the groups I play too, never heard Flicker or anyhring else
(Please Message the Channel) I am pretty sure that the reserves rule referencing the "Playing Leviathan Games Pamphlet" is limited to playing games of Leviathan.
The main rulebook says (Core Rules pg43)
"Units that are placed into Strategic Reserves are called Strategic Reserves units, and can arrive later in the battle during the Reinforcements step of any of your Movement phases except during the first battle round.
Any Strategic Reserves units that are not on the battlefield at the end of the battle count as destroyed."
The first turn restriction does not apply to 'Normal' Reserves (deep strike etc.,) as no restriction is placed on them (Core Rules pg16)
Counting as destroyed happens if not arrived by the end of the game
If strategic reserves were not allowed after turn 3, aircraft would be a serious issue! (We no longer have a (previous edition) separate rule covering 'continual reserves')
Great work on this series. Enjoying your content for 10th.
Cheers!
i love your videos and all the ruling stuff you say. now I'm even more confused about Strategic Reserves, Reserves, Reinforcement, Deep-Strike, Replace a Unit (ophydian destroyers, trans c'tan) with deep strike or not, available first turn or not.
thanks :D
but serious thank you for bringing this up. i guess i need to watch it 10 times to get the gw ruling right...
Great video.
GW need to do a better job of simplifying the whole reserve/reinforcement mess.
for sure, it's a bit of a mess
Question: Can reserves be used in the Combat Patrol gamemode? It does not strictly specify as it only seems to talk about Deepstrike units in the CP rule book and it's become a talking point of discussion in my group of friends.
What bugs me to no end, is that it is called strategic reserves, even though they are infact a tactical reserve
Being consistent about using vocabulary you have identified is a key part of rules, law, etc
You would flunk out of law school if u did what gw does and use different words sometimes and just hope everyone knows it was a synonym
Reverse is the most important mechanic because fly now sucks and reserve is the only way to repositioning units fast
Speak for yourself. My flying Hive Tyrants can get across the board turn one.
Flying infantry are great, and aren't restricted to ending their move 9" away from enemy units.
So stupid question: units that are off the board (i.e. reserves) can be affected by statagems and abilities; if I have a flyrant and a mawloc in deep strike can I use rapid ingress on the mawloc for free via the flyrant's will of the hive mind's ability?
If a unit arrives by Deep Strike, can it do so in the enemy deployment zone?
With deep strike, yes they can. From strategic reserve's you can only come in from your opponents deployment zone in turn's 3,4,5.
My gargantuan squiggoth thanks you
I've been struggling with these rules as I'm using Gargoyles in the unending swarm detachment. The unending waves strat allows a new unit of gargoyles to be placed in strategic reserves when a unit is destroyed. Since they have deep strike i think that means in theory if they are deployed normally (so not using deep strike) but then somehow destroyed in the opponents turn 1 (let's say by indirect fire) the replacement unit can deep strike in my next turn (which could my turn 1 if i go second). Is that right?
Yep
Excellent video, thanks. One thing I always struggle with, is actually being able to deep strike my Terminators. As far as I can tell, it's nearly impossible to do so anywhere useful, because your opponent knows where you've placed the teleport homer and moves units there to prevent the Terminators from coming in. That ends up meaning either deep striking in your own deployment zone, (totally worthless due to slow movement) or jist start them on the battlefield in the first place, (also very meh and they might as well not have deepstrike). What am I doing wrong? Am I missing something?
Oh FFS, ignore my comment/ question above. I'm an idiot and really need to learn to RTFM, or in this case the Abilities panel of the data sheet. All now becomes clear, lol.
Thank you for the great video!
A question as I am a bit confused.
My oponent goes first in the game and I cannot rapid ingress a drop pod in then his first turn as it would be out of phase?
This is a tough question, it really comes down to how your TO or tournament circuit rules it. Technically RAW no for most of the drop pod phrasing. But plenty of places allow you to do it, so it's hard to say. Edit: technically RAW you can't even use deep strike with Rapid ingress but no one plays it like that.
@@Magnumsonly is that because technically they are in Deep Strike and not Reserves?
@@thecasualwargamer5195 no it's the out of phase rules commentary that causes the issue. Technically anything that requires the reinforcement step of your movement phase can only happen on your turn due to the terribly written out of phase rules. However one could argue that the rapid ingress activates away the "in your movement phase" but then big guns never tire should probably work with overwatch but that has also been ruled to not work with the latest GW tournament FAQ. The out of phase rules are an absolute mess. The saving grace for rapid ingressing is that the actual example in the core rules shows what shouldn't be possible due to the later released commentary. Overall rapid ingressing shouldn't work ever. But because of course it does work it should work all the time with drop pods and with deepstrike and basic strat reserves.
I learned this lesson the hard way in my first game
I put everything I had onto the field - including my War Dog Brigand, which I wasn't entirely aware of the potential it held. Needless to say, it was focused down by my opponent immediately, deleted in turn one before I could even use it.
Now I know to have it enter later, rather than getting shut down before it gets use.
Can u bring a model in via reserve on a board edge within 6, and then have a transport that's close by and immediately embark?
You can only embark after making a Normal Move, Advance, or Fall Back move.
When a Reserve unit is set up it counts as having made a "Normal Move that phase".
It's a bit wonky but I'd say that it would work
@@cameronhaynes9983 asked trevvie on stream and he said no since there was no "at the end" or "finished a move". So I don't think you can embark immediately
No, because you can only normally embark "during" the movement phase and reserves are at "the end" of the movement phase. The rules commentary says that all rules that happen "during" the movement phase can't be used at the end of the movement phase.
Can an infiltrator unit arriving from reserves count as being deployed, using the infiltrate rule, or does it need to set up within 6 of a battlefield edge like normal?
No because Infiltrator is a deployment only rule. Once the game has started no units can count as being deployed. Deployment is just pre-game. Reserves however don't need to be set up near a battlefield edge. If it's deep strike you only need to be 9in away from all enemy models. If it's a strategic reserve unit then yes it must always be near a battlefield edge.
How would a drop pod assault army work?
Wait, so if Gsc units have deep strike and my oppon ent goes first, Ican One With the Shadows with them top half of turn 1 and drop them down in bottom half of turn 1?
So Baneblades have to come in on your deployment zone edge? or any edge?
Your deployment zone edge
Your battlefield edge 😎@@TacticalTortoise
Can a disclaimer get added that a lot of the rules mentioned are for the Leviathan missions and not core rules? There are currently 4 other missions out that do not use a lot of the rules mentioned in the video. Thanks.
Need to watch this three or four times as I still don’t understand strat reserves vs reserves. And the points restrictions between them. So stupid, why couldn’t it just have been one system!?
Reserves is both deep strike and start reserve points together and can’t be more than 50%, 25% to start reserves and 25% to deep strike, does that make sense?
Ok, here's one for you. And scratch your 🐈 for me.
Rapid ingress....end of opponents move phase.... wraithguard unit coming in on side edge.... opponent still finished it's move phase, still the end of their move phase. May blessed eldar players use the best strat 'phantasm' to either move another infantry unit or can it target the wraithguard unit that just rapid ingressed to move another 6" ?
Because both stratagems are used and resolve silumtaneously; the order is up to the active player.
So they wouldn't work well together because the active player could force their opponent to resolve phantasm first.
Nice! I like the answer. So it's a yes you could do it should the active player allow it to resolve ...ingress then phantasm!
Very nice. Thanks!
For the life of me I’ve looked everywhere and nowhere is it in my leviathan mission pack(comes in leviathan) or the core rules where this deploying units rule is. I have a Tiger shark and want to play it and make sure I can reference the rule properly when explaining to my opponent where tf it is lol
the count as being destroyed after round 3 is not in the core rules anymore . did they do another faq ?
I thought this as well but it's in the mission rules for leviathan
@@drewbg333 so its just tournament play ? since its very wierd that not even wahapedia nor the 40k app rules have this
@@dumi_019 I'm not sure I have seen tournaments where they left the ethereal in reserves until round 5 but the rules in the app say nothing about beening destroyed at turn 3.
@@dumi_019just like the turn 1 deep strike denial. Only in the leviathan mission booklet.
It's in the Leviathan rules; which affects essentially every game not using the single core rulebook misson.
Food for thought. That world championship FAQ so far doesn't even apply to normal tournaments. It has some crap that completely contradicts core rules and period FAQ notes.
So normal players can use it to inform some nebulous areas but don't think it's rewriting the core rules or countering other FAQ documents.
A good example is the disembark adjustment does explicitly refute core rules and prior guidance.
If you have a event document it is secondary to core rules. If they wanted it to be an update it would have released as such rather than an event document.
Same for some of the rewriting of specific characters abilities.
Final comment, unless something has changed this FAQ is not actually listed on the community page for normal reference it is intended only for attendees of the event.
I expect this is because that FAQ will also conflict balance data slate, commentary, and codex updates coming 2024.
Feels like 90s competitive MTG all over again. Love it once you grasp what is happening.
Thanks for the vid, what is that pc game you use to explain things?
Looks like TabletopSimulator
tts40k.com
Does that mean you can’t overwatch units coming in from reserves?
You can because Overwatch ALSO works on units being "set up" which Reserves are.
So are we able to Deepstrike on turn 1?
Did you even watch the video?
If you're playing just the Core Rules? Yes. If you're playing the Leviathan missions? No.
Yes, but not if you use any printed 10e missions as each (Total War and Crusades) as well as Leviathan Missions forbid it.
Please someone explain why i can’t deep strike turn 1 with my Terminators😀
what is the pc game he is playing 40k on called?
Tts40k.com
I thought any reserves units that have not been set up on the battlefield by the end of the battle count as destroyed; where in the rules does it state by the end of the third battle round?
Page 43 of the rule book, under Arriving From Strategic Reserves.
@@thecasualwargamer5195 page 43 of the Core Rules state "Those not on the battlefield at the end of the battle count as destroyed", this video at 8:45 states "Reserve units that have not arrived on the battlefield by the end of the third battle round count as having been destroyed"; which of these rules is correct?
@@PeterSimpson666i
So after reading the available source material, it seems like Games Workshop rules continue to be a mess, there appears to be a rules conflict between the Core Rule book and the Leviathan Mission Pack. If you use the Core Rules, Deep Strike is allowed on turn one and all units can stay in Reserve until the end of the Battle. However, if you decide to play the Leviathan Mission Pack, then you cannot Deep Strike on turn one and all units in reserve are lost after turn three. Why can't there be just one set of rules that everyone can play without having to cross reference various rules for answers.
@@PeterSimpson666 thats what I was thinking off. My apologies. I don't think anyone plays the basic core book missions, it's all Leviatgan deck.
For the algorithm!
the algorithm thanks you
I appreciate all your help here.
As a newer player i am annoyed what a piss poor job gw does in addressing rules for its game. Even if you pay for their ridiculously priced app you still won't actually know how to play without binge watching free TH-cam videos.
If the deep strike rule can be used whenever you want, even if the unit is in strategic reserves then why does the deep strike rule explicitly state that it only functions in the declare battle formation step? The actual rule and the rule commentary contradict each other and can't both be true.
Rules commentary exists to reinforce the intended interaction, so it will always trump the core rules if there's a conflict.
So Reserve units (Deep Strike) can come onto the battlefiedl turn 1?
Yeah that talk in the repositioning discussion got me confused.
Yes but actually no in most circumstances.
In the core rules, you are allowed to Deep Strike Turn 1. However, the Mission rules (I.e. Leviathan Mission deck, Leviathan Crusade Mission Pack) will specify whether you can resolve Deep Strikes in turn 1. (Baring units such as Drop Pods which specify they can ignore that.)
Core rules allow it, Leviathan mission dissalow it, so it depends what you and your opponent agree to play.
what tts map is this?
tts40k.com/maps
@@TacticalTortoise thank you!
Wait!!!!!!!!!!!!!! The hunting grounds works on disembarking units?!?!?!?!?!?!?!?!?
Try to get hold of this as a new player…… :s
I thought in 10th we could deep strike on turn 1...
only if you're playing the mission straight out of the core book
leviathan games disallow it
Yes and no
Yes if youre just playing a casual game
If youre playing with the Leviathan Mission deck, no
Нихуя не понял, но очень интересно. Лайк поставил.
They call that step Reinforcements, because it is a reinforcement of reserves. Think they might be overusing the term in other places.
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Reserves are less important than the .38 special I have in my bag
Unless it’s a drop pod army