40K FAQ: New Beta Rules for Tactical Reserves Analysis

So in the middle of releasing the Complete Beginners Guide for Blood Angels, a Deep Strike heavy faction, this is released:

40k 8th edition faq new tactical reserve deep strike rules hints and tips analysis

Let's just summarise the rule:

  • Half the total number of units of your army must be set up on the battle field.
  • Half the combined Power Ratings must be on the battlefield.
  • Any unit arriving in Turn 1 must be deployed in your Deployment Zone.
  • Any unit that has not arrived by Turn 3 is destroyed.

The two changes are about the Power Ratings and where units can go in Turn 1. 

The implications are that 1st Turn charges just became harder for Deep Strike units, and that anchor units cannot just be cheap and cheerful Guarsdmen cover campers. 

The Good


I have to admit, when the option of a first turn decimation became available it was pretty much all I built armies around. One of the reasons my Astra Militarum Armageddon Female Regiment was so depressing to students was the ability to put some many plasma guns directly in rapid fire range of big scary units.

The ruling that Tactical Reserve units can only do that in Turn 2 (or simply have a delayed deployment to your own deployment zone) makes that harder, but I can't think of any faction that will be massively wounded by the loss.

In fact, there's only a few armies which do try to First Turn charge out of Deep Strike, and it will really just be Deep Striking special weapons squads that will be hurt by this. First turn Deep Strikers tend to rely on re-rolling charges to achieve it, which work about 50% of the time. Even Warptime psyker charges aren't as reliable as it appears (about 66-70% success rate depending on the unit).

The most reliable use of Deep Striking a unit within 10-inches of a unit is a special weapon squad unit, backed up with a re-roll To-Hit aura buff unit. A classic example is Combi-plasma Chaos Terminators and either a Sorcerer or Lord giving re-rolls. A very strong option.

Those are pretty much the purview of Alpha Legion, Raven Guard and Genestealer Cults... and they're specifically said to still be able to use their infiltration stratagems. What's nice about that is that these sub-factions and faction now have a greater claim to that style of play. Since my Space Marine Field Police are using Raven Guard Chapter Tactics, I'm fairly pleased.

Overall, I think this is a good change (although the power gamer in me is crying out in pain). 

The Bad


What I'm not so sure about is the power level balance. 

Whilst I can see the point, I'm not sure the power level restriction is necessary with the change to how units arrive on Turn 1. Alpha strike units only being allowed to drop where you want them to in Turn 2 already limits the effectiveness of piling all your points into a few devastating units. 

I think I only don't like it since it adds an extra layer of admin to army creation. Half and half units was nice and simple, and now there will need to be more adding up. There's a reason Games Workshop moved from the old 2nd Edition style Army percentages (25% of your points must be on Troops 50% max on HQ etc.), and on to slots. It's just a reduced layer of hassle.

However, just looking over my current army lists, there's nothing I need to change. There must be some tournament lists out there which do a better job of abusing these rules.

 Who's feeling Ugly


Poor Crisis suits. 

They can't shoot very well for their points. They are terrible in combat. They don't have their jump-shoot-jump mobility any more. And now, they can't even act as a defensive speed bump, dropping in front of the enemy on Turn 1 any more. Stealth Suits do everything they can do, but better and cheaper. They will need a drastic points reduction before anyone will take them.

To be honest, they're the only unit really hurt by this. You can make a case for Deep Striking units with Charge Re-rolls (Death Company and Lemartes, Black Templar Assault squads, Khorne marked Raptors), but often those strategies were very heavy to build into, or simply have alternative routes to it. Raptors can use Warptime if you're so inclined to get the First Turn Charge, or you you just Alpha Legion in a bunch of Bserkers. Black Templar players may be smarting from this, but foot slogging across the battlefield taking casualties for the Emprah is pretty much what Black Templaring is all about.

In short, already fast-moving units that can Deep Strike shouldn't really be that bothered. 

Terminators on the other hand... well they should be quite annoyed. They can no longer alpha strike, and will have the joys of a slow walking speed to go with it. Grey Knights in particular will feel this squeeze, not being able to Teleport a 2+ save, 2-wound/model unit onto an objective in Turn 1 now. But they get Gate and Shunting Interceptors, so I don't think we need to cry too much about that.

Conclusion


Overall, whilst I'm a little miffed over the loss of Turn 1 plasma strikes for most of my armies, these are good changes, and will make for better games. 

Good job Games Workshop. Now fix Crisis Suits.

Until next time!


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Comments

  1. I think that Games Workshop change the reserves rule because of Warptime & plasma deep strike units.

    I personnally think a better change would be to make it that you cannot deepstrike within 12" on the first turn, rather than 9". That would crimp all of the rapid fire weapons, but still allow those assault armies to have their entire army on the board fufilling the role it needs to fufil in turn 1 (I can put all my Custodes & Ultramarines on the table in turn 1, but the three units that are there for combat, and combat alone will really struggle slogging it across the table! And having now played a couple of games with these rules, it has made Gunline armies significantly harder to deal with.

    I agree power level feels a little bit annoying, but I get why they have it, could have just as easily done it as points (it is matched play only...)

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    Replies
    1. At 12'', they wouldn't be able to charge first turn, so it seems like you just want assault armies to be able to close with the enemy faster rather than having to footslog. Seems a reasonable request, but have you tried transports? I feel like transports would and should be the solution here.

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    2. Most of the assault heavy armies do have methods of getting their assault troops across the field quickly, but I have to admit that most of them involve stratagems or psychic powers. That does mean only one or two units at best can get to the enemy fast in Turn 1.

      I think Lemondish is right, in that transports are the best way to get your close combat troops to the enemy as fast as possible. You won't get a great Turn 1 alpha strike, but combined with Turn 2 Tactical Reserve units charging out of Deep Strike you can get a fairly huge unified assault.

      That's quite compelling game play, but certainly the hard mode of 40K, with gun lines being relatively easier. I'm building the starter Blood Angels guide around this philosophy, but I'm not sure this method works for all melee based armies.

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    3. I agree completely that Transports should be an option, however they work for some armies and less well for others. I guess my example is from a Custodes perspective... their transports arent cheap if you want to get more than one unit over the table quickly, and when deep striking units (that can't gap close on turn 1) you just present less targets for the enemy to choose from. Its not a decision for the opponent when they cant shoot at things in deep strike.

      If I went for a cheaper faction for my assault element transports would be a shoo in.

      Although my previous list for competitive lists with 8 Lascannons and 6 Missile Launchers and Guilliman feels pretty good against transports.

      The Gun line is definately easier to play, and it was before the Beta rules, now with the Beta rules its just a face roll option.

      Its not to say that you can't make turn 2 deep strike work, but its signficantly harder to do, and any errors or bad dice rolls for you models on the table in turn 1 is potentially going to cripple you.

      Given how unreliable a 9" charge is I used my turn 1 deepstrike as objective grabs or as gap closes, for turn 2 charges anyway.

      The 12" distance still allows that, but prevents people arriving and popping you with Melta / Plasma rapid fire etc....

      With Warptime like effects removed as well, stopping turn 1 deep strikes does seem like overkill.

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    4. The points for 8 lascannons and 6 missile launchers would pay for about 4 Rhinos though, but I definitely agree that Custodes are in a tight spot. Grey Knights have a similar issue, but have more tools to get around (Gate and Stormravens, not to mention the Shunt shenanigans of Interceptors).

      On the other hand, I have a few ideas about getting Custodes into the fray. Can you post up your army? I don't need full details, just a list of the units (and maybe a brief description of how you like to use them!).

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    5. Apologies, I didnt make that clear.

      My previous list was a gunline with the following:
      Guilliman, Spartan, 2 x Devastor Squads with 3 Rockets each, 1 Hellblaster Squad, 1 Repulsor, 5 intercessors, 7 scouts.

      It wasnt mobile, but it had enough of a screen that deep strikers didnt scare me (unless they had warptime type stuff). It could arrive, and either fail a charge against my screen or kill my screen and then die in fire and fury.

      The changes probably make this list a little stronger and it has performed well for me.

      My current list (the one I am dithering on is):

      Vanguard
      Shield Captain in Allaraus with Castellan Axe
      Shield Captain on Dawneagle Jetbike

      Vexilus Praetor in Allarus with Magnifica (-1 to hit in shooting bubble)
      Allarus Custodians x 4
      Custodian Wardens x 5

      Vertus Praetors x 3

      Battalion
      Captain with Power Axe
      Librarian with Force Sword / Storm bolter

      Tactical Squad (5)
      Tactical Squad (5) w/ Rocket Launcher
      Scout squad (5) with Camo Cloaks & Sniper Rifles

      Mortis Contemptor with 2 twin lascannons.

      Its still winning a decent number of its games as it can get onto objectives, but it can't effectively deal with the amount of shooting that comes its way with stuff in reserve

      For reserves I generally only keep the Allarus guys in reserve to deep strike in and hit the enemy centre / gun line - the Allarus rules makes it very easy to charge something close and pile in & consolidate towards the enemy guns, without having actually had to charge them (characters always sit behind those gun lines)

      I used to put the Wardens in reserve as well, but now, taking those 10 models off the table means my opponents shooting choices in turn 1 are pretty limited, and therefore a lot easier to make.

      Appreciate not the most balanced, but the Gunline tends to be pretty tedious (if effective).

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    6. Thanks for posting that up. I've been spending the last few days trying to squeeze in some more mobility, and it's certainly a challenge. I think a lot of their tricks were based around a Turn 1 Deep Strike, but a Turn 1 Deep Strike that didn't result in a charge. The Vexilla Teleport Homer looks like the best example of that, with other Stratagems being based around reactions to enemies being close by.

      So they've certainly been badly hit by the new rules. I still think Crisis suits are more badly hit, since the Custodes at least get Objective Secured so they can contest an objective.

      In the meantime, you could try swapping out your Tactical Marines for Scout squads. You use them to pin gunline units whilst your Custodes march up the field or teleport in. Since Custodes are Objective Secured, the enemy will have to deal with them, or lose objectives.

      I'm not explaining this well. I think it deserves a full post on its own, based around the idea of how best to use Custodes as an allied force. What's been the best thing about them, from your experience of using them?

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    7. I have loved the Allarus Custodians, their ability to pile in & consolidate towards the nearest enemy character meant I got to charge an Achilles which wsa 9" away, and then pile in 3" towards the chapter ancient, and then finally consolidate another 3" towards him at the end of the combat.

      It mean that I charged an achilles and managed to get round the side of it and lock Hellblasters, a lascannon squad and the ancient in combat with one charge.

      They do take some serious punishment, and the fact that even the Shield Captains has objective secured makes them very very good in objective games (especially objective games where you score at the end of your turn).

      The Wardens are very good in combat, base 4 attacks plus their Misecordia means a unit of 5 are throwing out some serious dice when they hit something.

      The Bikes ALWAYS die on turn 1, I mean seriously, I have never had a game go where they have not lost 2 of their 3 guys in the opening turn. Even with -1 to hit, even trying to hide behind cover (they are quite big models). They scare the crap out of people but even when I had a unit of 4 hit the enemy they just havent seemed to justify the cost (not when you can take Allarus for less, and they can split into multiple units for 2 CP.

      One thing I would say though is if you are foot slogging with the custodes, scrap trying to shoot you are much better advancing and getting that extra movement - why I think if I could fit Guilliman in they would be even better!

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    8. I spent a lot of cash on 3 Tyranid starter sets with the intention of having 3 Mawlocks intimidate and distract gun lines on turn 1 in unison with a cheap fast horde unit trying a 1st turn charge while the real threat units rush up the board behind them, scary, fluffy and fun... well, shit. Back to the drawing board. :(

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