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![[Post New]](/s/i/i.gif) 2013/02/12 23:50:43
Subject: What is the point of holding units in reserve?
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Leader of the Sept
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Martel732 wrote:Non-drop pod reserves are generally bad in 40K. Hiding units seems like a weak reason to have them not contributing. If the unit doesn't contribute in the first place, take a different unit.
But if their contribution is most valuable later in the game then they should be protected. Use of the reserves rule and/or hiding a particular unit contributes to this task. The game isn't necessarily only about killing things, but controlling objectives.
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This message was edited 1 time. Last update was at 2013/02/12 23:51:33
Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!
Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 |
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![[Post New]](/s/i/i.gif) 2013/02/12 23:58:16
Subject: What is the point of holding units in reserve?
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Executing Exarch
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Actually Eldar jet bikes and IG hydra are probably the iconic reserves units.
The Eldar jetbike is tough to crack as long as it turboboosts but losing initiative usually means they die. Add to that the low fire power and huge movement range and the unit is much better kept in reserves where it can swoop in late game and take a weakened target off an objective and then claim it.
Hydra is a unit that has skyfire but not intercept which means against flier lists it gets killed before contributing if started on board. Start it in reserves and suddenly with a little luck it will come in after the fliers and boom it is actually pretty fantastic at shooting most of them down.
Otherwise reserves should always have a specific purpose. It is the general game plan that I have seen some people use it as.
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![[Post New]](/s/i/i.gif) 2013/02/13 01:04:32
Subject: What is the point of holding units in reserve?
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Thinking of Joining a Davinite Loge
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Marbo. Got a gun line you just can't break? Get Marbo and with in a few seconds of appearing on the battlefield your Enemy will call he "Overpowered" and "Under-cost" and cry about how you sniped his HQ out of a squad.
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![[Post New]](/s/i/i.gif) 2013/02/13 01:37:26
Subject: What is the point of holding units in reserve?
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Locked in the Tower of Amareo
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Well, that's a different problem. And a good one, at that.
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![[Post New]](/s/i/i.gif) 2013/02/13 03:10:27
Subject: Re:What is the point of holding units in reserve?
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Dakka Veteran
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I like a vindicator in reserve in certain situations (vanguard strike deployment and so forth) against armies that want to rush the midfield but still have long range firepower (GK for example, or even nids).
Why? because first turn they're ususally out of range of stuff, are relativly hard to hide, and if they come in second or third turn then my opponent will be in the midfield and thus it will be able to shoot at them right off the bat without a chance of dying. Works even better with leaders that modify reserve rolls obviously, but he's a great counter punch unit.
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![[Post New]](/s/i/i.gif) 2013/02/13 03:13:58
Subject: What is the point of holding units in reserve?
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Locked in the Tower of Amareo
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But vindicators don't usually get in trouble until they start moving into position. Until then, they are AV 13.
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![[Post New]](/s/i/i.gif) 2013/02/13 04:55:39
Subject: Re:What is the point of holding units in reserve?
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Long-Range Ultramarine Land Speeder Pilot
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I play Codex Marines, and usually a gunline. For me, sometimes its usefull to bring in a squad of speeders with flamers in after a few rounds when they have something to shoot, since they aren't very tough. Deepstriking and Outflanking a better tactical advantage, but the use for regular reserves is there as well.
It's also nice when somebody is using a lot of low stength templates or something like Imotehk having less things to blast and hoping he doesn't keep getting night fighting.
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