In this episode, the guys talk about the new GW general rules FAQ that dropped. They also go over their early experiences playing games of 9th edition and share the things they learned about how to succeed in 9th edition games.
Chapter Tactics is a 40k podcast which focuses on promoting better tactical play and situational awareness across all variations of the game.
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Glad to hear mention of an army built around strategic reserves. I think the ability to hide literally anything off the board hasn’t sunk in for the majority of players yet.
You can basically guarantee anything you value will get 1 turn before the enemy can counter it.
My 9th edition space wolves lean heavily on the mechanic right now for maximum alpha strike and point scoring.
Space wolves can strategic reserve 3 separate cyber wolves for a grand total of 45 points and 1 CP
Easy to arrive where needed for secondary objectives like engage on all fronts or linebreaker while the rest of the army is fighting over midfield objectives.
Our natural cunning of the wolf (outflank stratagem) enables us to send infantry to any board edge on turn 2…including the enemy battlefield edge. This is ideal for eradicators and their 24″ range.
I also have a terminator plasma bomb that can teleport in
Be the alpha…strike hard
And if someone tries to return the favor they get to learn about Chooser of the Slain (paired with dual storm cannon leviathan when possible)
I agree that this strategy hasn’t fully sunk in. I think it will though, as people see how strong it is.
I still remember back in 5th ed where entire armies would deploy in reserve
My null deployment nids was the most fun I’ve had in 40K to this point. Oh Mycetic Spores how I loved thee.
Yeah, I actually like that, but the devs felt it created a non-experience and didn’t like the effect it had. I think getting blasted off of the table on turn 1 with no recourse by an IF artillery army is even worse personally, but hey, I don’t write the rules =P
I am probably in the minority but I think dice rolls to arrive on turn 2 should be used (turn 3 is auto)
Alpha strike isn’t the best mechanic for fair play and sportsmanship
Some risk to using the mechanic would balance it out
I didn’t like the random element, it was too swingy and to me didn’t feel realistic, like they can’t time something correctly and they’re elite warriors? Felt unrealistic although I do see the game mechanic point of it adding a risk element.