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Bit of a newbie question.

 

I used to play 40K back in the 80’s, so rules have changed a lot and im getting back up to speed with them, but I have a question about deep strike units and reserves.

1010 pts army and consists as follows

1)      Marneus Calgar 185 pts

2)      Uriel Ventris 75 pts (with master of the fleet ability that gives any infantry unit deep strike) also (embarked in drop pod)

3)      Drop pod 70 pts (can carry 10 model for deep strike)

4)      terminator squad lead by a Chaplin in terminatior armour  (deep strike) 245 pts

5)      Desolution squad 200 Pts (selected for deep strike using Uriel ventris ability)

6)      Aggressor squad 3 models 120 pts (embarked in drop pod)

7)      Hell blaster squad 5 models 115 pts (embarked in drop pod)

 

So my question is this, given the above including Uriel Ventris everything expect marneus calgar, has the deep strike ability, and the rules say deep strike units do not count toward strategic reserve limits. Plus Deep Strike can be deployed at the end of your Movement phase in the 1st Battle Round.

 

Does this effectually mean the following

A)     During deployment the only unit I need to deploy and set up on the field in marneus calgar as the rest are in deep strike reserves.

B)     I can them bring in and set up (withing the normal 9” limitations)  the remainder of my squads in any position on the broad at the end of my movement stage in the 1st battle round.

C)    Would this not them given me the major strategic advantage of seeing where all the enemy squads have been set up first and then set my squads up to counter the positions or take rapid control of object makers etc

 

=][= Moved to Ultramarines Section as more of Ultramarine question than Imperium of Man- WAR =][=

Edited by WAR
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Sadly Drop Pods specify that they cannot transport Gravis Models. You could Deploy the Aggressors using Ventris's Deep Strike ability and put the Desolation squad in the Pod instead.

 

Only Drop Pods can come in from Reserves on Turn 1 normally. In most matched play settings, Reserves can only come in from Turn 2 onwards. This balances the advantage of deployment, Your opponent has all of Turn 1 to grab Objectives and pummel for forces with impunity. Also, if he moves fast and spreads out, you may find there are not many good places to land that are more than 9" away from the enemy.

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