Switch Theme:

Deep Strike, Reinforcements, turn 1 or 2?!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Regular Dakkanaut




Quick question that is frustrating my small group.

Reinforcements in general, deep strike in particular, are you able to bring units in at the end of turn 1 movement phase, or do you have to wait 'til turn 2?

The rules are vague, but we first interpreted the core rules as "turn 1 is fine". Today, the consensus was that the Leviathan pack says, "nope, wait 'til turn 2". I don't have the Leviathan cards etc. myself. Friend has them.

But... This is bugging us as a group.

What say you? Thanks in advance!
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

It depends on the mission, usually. Generally most Reinforcements can not arrive turn one.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in au
Regular Dakkanaut




Ahhh, okay.

I'll pass that on. Thanks.


Automatically Appended Next Post:
If the mission doesn't specify, though... Is there a general rule?

This message was edited 1 time. Last update was at 2023/07/29 10:17:05


 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Southern New Hampshire

Hecate wrote:
Ahhh, okay.

I'll pass that on. Thanks.


Automatically Appended Next Post:
If the mission doesn't specify, though... Is there a general rule?


The Core Rules do not apply a battle round restriction on general reserves (ie, Deep Strike), only on Strategic Reserves. If you play the single mission included with the Core Rules, Deep Strike units can arrive on Turn 1.

However, specific missions or whole battle packs (ie, Leviathan) may have restrictions. Leviathan prohibits reserves arriving on Turn 1, regardless of source (Drop Pods, however, can still do so as they ignore mission rules).

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in au
Regular Dakkanaut




Okay, thanks.
   
Made in us
Twisting Tzeentch Horror





Leivathan mission back would preclude rapid ingress on the first turn as well correct?
   
Made in fi
Locked in the Tower of Amareo





Yes

2024 painted/bought: 109/109 
   
 
Forum Index » 40K You Make Da Call
Go to: