Switch Theme:

What is the point of holding units in reserve?  [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 us
Wicked Canoptek Wraith





Or more precisely, if you aren't deep striking or outflanking, what is the point of holding units in reserve?

The key to strategy is not to choose a path to victory, but to choose so that all paths lead to a victory.

War is beautiful because it establishes man’s dominion over the subjugated machinery by means of gas masks, terrifying megaphones, flame throwers, and small tanks. War is beautiful because it initiates the dreamt-of metalization of the human body. War is beautiful because it enriches a flowering meadow with the fiery orchids of machine guns. War is beautiful because it combines the gunfire, the cannonades, the cease-fire, the scents, and the stench of putrefaction into a symphony.
-Filippo Tommaso Marinetti 
   
Made in us
Infiltrating Hawwa'





Australia

< Taken by the void dragon. >

This message was edited 1 time. Last update was at 2020/03/14 06:02:28


DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this.  
   
Made in gb
Annoyed Blood Angel Devastator




Them not getting shot. Able to 'counter shoot' the enemy.

Example we (my chaos team and I) were against 2 other teams, we went last due to roll off and so reserved most of our armies. By the time we came on the aliens and imperium had thinned each other out!
   
Made in us
Locked in the Tower of Amareo




Frankly, there is very little reason. I don't know about Apocalypse, but in 40K, you are just presenting yourself piecemeal to your opponent. I may not be able shoot your reserve units, but I sure can shoot what starts on the board. Furthermore, the reserve units are contributing nothing to the battle while they are in reserve and provide an additional variable to go wrong. Many of my victories as BA against lists that should have won have come from ill-advised reserving of units. I thought reserves were garbage in 5th and still are in 6th.

More so to the OP, I don't much like deep striking either unless a drop pod or spore in involved. Way too much random stuff can go wrong, and you are asking to be assaulted. At least the drop pods and spores reduce the piecemealing effect.
   
Made in gb
Annoyed Blood Angel Devastator




It's hugely variable. As BA you can re-roll jump pack reserves and only scatter d6 not 2d6.

You need to weigh this against the possiblity of them not arriving and also how much they will get shot skipping up the board.
   
Made in gb
Leader of the Sept







Counter charge units are good to keep in reserve. If you need to wait for the enemy to come to you anyway may as well wait in safety.

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 
   
Made in us
Locked in the Tower of Amareo




But 6th edition forces you to deploy things that will get shot even for a DoA army. Plus, you can not assault until turn 3 at the soonest with DoA. Why not just have them available for a turn 2 assault? Things are going to die in 6th edition. Holding reserves just makes things easier for your opponent because you have less table coverage and throw weight until they show up.
   
Made in gb
Leader of the Sept







It also allows you to keep weaker/cheeaper scoring units alive to come on later in the game and pick up objectives with a lower risk.

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 
   
Made in us
Locked in the Tower of Amareo




Those units could have been contributing instead of doing nothing, though. If my non-reserved army is eliminating models from your army utilizing reserves faster than the reserved army is eliminating them from the non-reserved army, how is it safer to come on the board later? The odds will likely be no better in later turns.

This message was edited 1 time. Last update was at 2013/02/09 01:17:27


 
   
Made in us
Dakka Veteran




Somewhere in the Galactic East

Martel732 wrote:
Those units could have been contributing instead of doing nothing, though. If my non-reserved army is eliminating models from your army utilizing reserves faster than the reserved army is eliminating them from the non-reserved army, how is it safer to come on the board later? The odds will likely be no better in later turns.


Having one or two units in reserve does not make your standing army weaker. Deepstriking gives you the option of having an untouched Alpha Striking unit touch down anywhere you desire; it gives you flexibility.

Five Kasrkin with Meltas can smoke any vehicle when they fall from the sky.

Having a deepstriking unit can give you the advantage of attacking a poorly defended objective, or reinforce the units the enemy is focusing on.

I honestly think you're being deliberately stubborn for the sake of argument...

182nd Ebon Hawks - 2000 Points
"We descend upon them like lightning from a cloudless sky."

Va'Krata Sept - 2500 Points
"The barbarian Gue'la deserve nothing but a swift death in a shallow grave." 
   
Made in us
Locked in the Tower of Amareo




Deepstriking arrives on a random turn with a good degree of variation where they land. And they shoot as having moved. And can't assault. I just don't think its that great, and I have punished many players for having reserves, and likely won only because they did reserve.
   
Made in gb
Leader of the Sept







There are some units that can only contribute at certain times in the game though. Infantry with meltas is one example. If you field them then your opponent has the opportunity to negate them without them being able to contribute. Deep striking them at least allows them to contribute, and even if they stadt in reserve its likely they would be contributing ezrlier than if they had ben deployed normally.

The current rules for reserves makes it more likely than ever that they will turn up reasonably early and most armies have a means to increase this probability to the point you can pretty much rely on them.

I wouldn't necessarily recommend putting large chunks of your army into normal reserve, but there are times when it is useful to have a unit or 2 held back.

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 
   
Made in my
Tea-Kettle of Blood




Adelaide, South Australia

If your opponent has turn one and you have something with a lot of long ranged damage output but is a bit fragile and you don't want to weather a turn of your opponent's shooting at full strength you can reserve it and use the turn you have to disrupt or take out their units that threaten whatever it is you're holding back. There's also cheap troops that your opponent could easily take out earlier marching on to hold objectives later on.

 Ailaros wrote:
You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.

"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" 
   
Made in gb
Junior Officer with Laspistol





 PrinceRaven wrote:
If your opponent has turn one and you have something with a lot of long ranged damage output but is a bit fragile and you don't want to weather a turn of your opponent's shooting at full strength you can reserve it and use the turn you have to disrupt or take out their units that threaten whatever it is you're holding back. There's also cheap troops that your opponent could easily take out earlier marching on to hold objectives later on.


I'd say these are the only good reasons, but they're not even that great when you consider how easy it is to limit your opponent's LoS with scenery, AV models or fortifications. It allows you to contribute from turn one as well as maintain their full strength.


Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

FAQs 
   
Made in us
Stoic Grail Knight






Yendor

Certain units, like an astropath, eldar autarch, or tyrant with hive commander make reserves a lot more attractive. The coms relay as well if you are willing to sacrifice anti air. This means that all your reserves are coming in on a 2+, which is a lot less piece meal.

Also units like guardian jetbikes, they have light fire power, but are quick. You can put small squads of them in reserve, then dance over to any unguarded objective later. You want your opponent shooting at them as little as possible because good opponents eliminate scoring units- especially ones as quick as jetbikes.

Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

If I'm CSM and I'm facing a SW drop pod army, I reserve everything I can and pillbox the rest.

I also want to lose initiative and will pass on Seizing it. Nothing like a good counter-DP strike

This message was edited 1 time. Last update was at 2013/02/10 04:20:10


DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in ca
Longtime Dakkanaut





Canada

Reasons to bring a normal unit in from reserve are situational as noted above, denying and then counter attacking alpha strike units like things that come out of Drop Pods is a good example.

Other than that the main reason is if a unit has a special ability on its reserve roll, like outflank or deepstrike that can put it in a considerably better position than if it were deployed normally.

Back in 5th reserves were way more advantageous because you could hold all of your units back, which denied your opponent any alpha strike ability, and left them guessing as to how your army would actually end up being deployed.


 
   
Made in us
Painlord Titan Princeps of Slaanesh





easy example.

I place one objective closest to my board edge making it my home objective. I reserve my cultist unit and hope they fail reserve rolls until 4th turn. They come in 4th turn, I move them on to objectives 5th turn and hope the game ends.
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

 KplKeegan wrote:
Martel732 wrote:
Those units could have been contributing instead of doing nothing, though. If my non-reserved army is eliminating models from your army utilizing reserves faster than the reserved army is eliminating them from the non-reserved army, how is it safer to come on the board later? The odds will likely be no better in later turns.


Having one or two units in reserve does not make your standing army weaker. Deepstriking gives you the option of having an untouched Alpha Striking unit touch down anywhere you desire; it gives you flexibility.

Five Kasrkin with Meltas can smoke any vehicle when they fall from the sky.

Having a deepstriking unit can give you the advantage of attacking a poorly defended objective, or reinforce the units the enemy is focusing on.

I honestly think you're being deliberately stubborn for the sake of argument...

This... reserves are far less-strategic now that you can't assault when you arrive, but if there's a unit you don't want to die which has a short-ranged defensive payload, or you have a unit to counter enemy linebreakers, then reserving them is sensible. It's just not particularly great anymore.

   
Made in gb
Ian Pickstock




Nottingham

I think it's army dependant. As IG I'd never reserve anything that wasn't outlfanking or deep-striking. Anything not on the board is a unit that's not shooting at the enemy or being used to throw in my enemy's face to protect the big guns.

In 5th I'd sometimes take Rough Riders and keep them in reserve, since they could assualt and destroy infantry MEQs for laughably few casualties. But that's no longer an option so no reserves for me.

Naaa na na na-na-na-naaa.

Na-na-na-naaaaa.

Hey Jude. 
   
Made in us
Tail-spinning Tomb Blade Pilot






I run a half mech half jump infantry BA list. I will go with three baal preds, 4 units of 10 assault marines, 2 librarians, 2 priests, 10 death company, and a storm raven.

For objective missions I will combat squad my units into melta squads and CC squads with a power fist. I then deploy 3 baal predators, 3 squads of assault marines, one with priest and libby(ifg his warlord trait needs him to be on the board). I then have my reserves as DC and storm raven(does not count towards reserves count due to being a flyer) and 4 units of deepstriking melta assault marine squads, one or two with a librarian(shield and blood lance) and priest.

Hard armor up front, hidden jump infantry behind and an alpha striking mega melta deep strike. This hits hard and shows the value of reserves.

This is a super effective use of reserves

Victory is not the most important outcome. Enjoyment and excitement is the best outcome, victory is sweeter when it was fun.
 
   
Made in us
Lead-Footed Trukkboy Driver







The safest place to be is off the board... I like my scoring units in reserve because it doesn't matter who holds the objectives DURING the game...just at the end!
   
Made in us
Malicious Mutant Scum




its a strategic ability that can be radical game changing or do nothing and those who use it generally do it badly in my experience but when you play ageist a really good Space mairne player with drop pods and stuff it can be brutal and hard to stay ahead because no matter what you do they always hit you first making your ability to counter week.

and as a experinced daemon player i can tell you right now its very frustrating for people to fight an all deepstriking army. if they go first they lose a whole turn of shooting and assaulting timewarp in 40k woot

Dream Crush 
   
Made in nz
Regular Dakkanaut




It could be one of those lol moments your opponent deepstrikes say 5 Terminators down and says ha! an imperial guard vet squad comes in the same turn and says haha! With their plasma guns

You fool me once I'm mad.
You fool me twice, I don't really like you.
You fool me three times, your officially that guy.
 
   
Made in au
Dakka Veteran




Reserves have been an important part of battles throughout history. See here, which also answers in part the original question.

http://en.wikipedia.org/wiki/Military_reserve

If there is no point to a reserve force in 40k across the board, no pun intended, it only shows to illustrate the loss of even a token adherence to being a wargame/generalship/battle simulator.
   
Made in gb
Stubborn Dark Angels Veteran Sergeant





Teesside

Halfpast_Yellow wrote:
Reserves have been an important part of battles throughout history. See here, which also answers in part the original question.

http://en.wikipedia.org/wiki/Military_reserve

If there is no point to a reserve force in 40k across the board, no pun intended, it only shows to illustrate the loss of even a token adherence to being a wargame/generalship/battle simulator.


Reserves in 40K are very different from reserves in military doctrine and history. Notably, a real reserve is "to deal with weak points or opportunities" (Wikipedia). That means the general decides when, where, and how it is committed to battle. In 40K, since you don't know when your reserves will show up, that doesn't work.

Counter-charge units in 40K are actually closer to the original Roman concept of reserves. Let your bubble-wrap light infantry take the enemy's initial charge, then counter-charge with your military reserve (who are almost certainly not reserves in 40K terms).

My painting & modelling blog: https://www.dakkadakka.com/dakkaforum/posts/list/699224.page

Serpent King Games: Dragon Warriors Reborn!
http://serpentking.com/

 
   
Made in us
Devastating Dark Reaper






consider eldar guardian jetbikes:

They can move 12", turbo-boost 24", and eldar cheat move 2D6 in the assault phase That's a max of 48"!! They don't take much firepower and are easy to kill. because they are usually fielded in small numbers it takes few shots to force a leadership test. and with their low leadership that's not really a risk you want to take. If you field them regularly then they will most certianly be killed before they can do anything worthwhile. So why take them? to put them in reserves so they can come out at the end of the game and grab objectives.


In peace, sons bury their fathers. In war, fathers bury their sons.
-Herodotus


I am Blue/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I'm both selfish and rational. I'm scheming, secretive and manipulative; I use knowledge as a tool for personal gain, and in turn obtaining more knowledge. At best, I am mysterious and stealthy; at worst, I am distrustful and opportunistic.

...a true eldar 
   
Made in gb
Junior Officer with Laspistol





nonowho wrote:
consider eldar guardian jetbikes:

They can move 12", turbo-boost 24", and eldar cheat move 2D6 in the assault phase That's a max of 48"!! They don't take much firepower and are easy to kill. because they are usually fielded in small numbers it takes few shots to force a leadership test. and with their low leadership that's not really a risk you want to take. If you field them regularly then they will most certianly be killed before they can do anything worthwhile. So why take them? to put them in reserves so they can come out at the end of the game and grab objectives.


Except they come out on turn 2, not at the end of the game. The difference is marginal, especially when you could just hide them out of LoS.

One less turn for them to be shot at, but one less unit for your opponent to worry about.


Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

FAQs 
   
Made in us
Locked in the Tower of Amareo




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.
   
Made in ca
Mekboy on Kustom Deth Kopta




I usually have to keep 2 units in reserves just because I can't fit my entire army in my deployment zone


 
   
 
Forum Index » 40K General Discussion
Go to: