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Made in gb
Dispassionate Imperial Judge






HATE Club, East London

Ok, so, I'd like to use the Reserves rules for some missions in an organised event which is otherwise Matched Play using the new Tactical Reserves rules.

As far as I can see, there's a conflict here (or at least a dodgy situation) - how would you solve it?

Using Reserves, my reserved units would start to be rolled for at the end of the Movement phase in turn 2, arriving on a 3+. If they don't arrive, you roll every other turn.

According to BETA Tactical Reserves, any unit not on the board by Turn 3 is destroyed. So, why would you bother with Reserves, right? You only get two rolls or they're dead.

I assume there's no 'official' way of solving this, since Reserves is technically Narrative Play and Tactical Reserves is Matched Play. So, what's the best way of solving this in a way that's most fair, gameplay-wise?

   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

Don’t use the “dead after Turn 3” rule if you use random arrival, is my suggestion. You’re already penalised by not being able to deploy where and when you want, so don’t double down on that by killing units before they appear. That rule is to prevent holding units back. It’s un-needed if you use traditional Reserves.

This message was edited 1 time. Last update was at 2018/06/06 14:55:35


 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in gb
Norn Queen






 ArbitorIan wrote:
Ok, so, I'd like to use the Reserves rules for some missions in an organised event which is otherwise Matched Play using the new Tactical Reserves rules.

As far as I can see, there's a conflict here (or at least a dodgy situation) - how would you solve it?

Using Reserves, my reserved units would start to be rolled for at the end of the Movement phase in turn 2, arriving on a 3+. If they don't arrive, you roll every other turn.

According to BETA Tactical Reserves, any unit not on the board by Turn 3 is destroyed. So, why would you bother with Reserves, right? You only get two rolls or they're dead.

I assume there's no 'official' way of solving this, since Reserves is technically Narrative Play and Tactical Reserves is Matched Play. So, what's the best way of solving this in a way that's most fair, gameplay-wise?
You're already throwing out the baby with the bathwater, so just rule that they aren't destroyed for that tournament. Or have them automatically come on turn 3 ala Roving Patrol/Recon from Chapter Approved. It's your job as TO to make sure any rules changes you do don't totally break the game.

This message was edited 1 time. Last update was at 2018/06/06 15:47:25


 
   
 
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