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I've heard a lot about holding units in reserve before a game, such as a Troops squad that normally wouldn't be able to come in from reserve, but I haven't found the rules. How does this work?
My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.
reserves is only for certain game types like dawn of war. when you play reserves you hold you troops back until its your turn aaand then you may place them down. but only fron yyour table edge. its good if your going second and you opponent has great postition on you, or if you have a drop pod assault
A moment of weakness spawns a life tme of heresy...
So to answer your question lLonginus, you can choose any units you want to leave in reserve, and then follow the reserve rules for when they come in.
P.92 BRB under "Mission Special Rules" says that the USR 'Reserves' is used in all standard missions/deployment types.
P.94 BRB under "Preparing Reserves" says that 'one or more of the units in [their army]' can be held in reserve, so it's up to the player as to which units are Reservists and which aren't. It's as simple as that. However, you do have to make certain things clear to your opponent regarding your Reserves, and these are spelt out in the subsequent paragraphs.
Dawn of War scenarios are slightly different in that you can choose your reserves as per normal except that you may only have up to a certain *maximum* number of specific unit types deployed on-table initially (first paragraph of DoW, P.93 BRB ). Thereafter, those units which you are not holding in reserve have to be deployed. It's like having a set of advance troops/HQ already in situ, then a main force begins to join them (non-reserves), followed finally by the back-up units (declared as reserves).
Last edited by eiglepulper; April 9th, 2009 at 00:53.
"Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"