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Hey there, as you can see this is blog is all about gaming. And that's what I've been doing for pretty much all of my life. Currently I'm completely enveloped in Warhammer 40,000 and I'm breaking into the new Warhammer Fantasy system with the release of the new 8th edition.

Follow me as I build new armies, find newer and better ways to destroy my enemy, learn more about the rules, and just complain about the things that don't go my way :)
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Saturday, October 9, 2010

Tactics: Reserve Denial


So at the Wasteland Wars 7 Tournament back in August I used a tactic called Reserves Denial for 4 out of the 5 games I played. It's a tactic a picked up a little from reading the internet and a little from playing against my good friend who was using his Drop Pods to take out make tanks before I ever got to begin my turn.

The point of Reserves Denial is to deny your opponent a turn or two of shooting. The way this works is much like the way going second in Dawn of War works. Player one is on the board, and has their entire army. Then you either have your 1 HQ and 2 Troops, or you leave them all off the board. Player one's turn then consists of moving his units, and if nothing is on the board he then losing out on a shooting phase. Leaving you the chance to come back and shoot after you come onto the board during your turn.

This tactic favors the Eldar quite a bit, as it allows their weaker units the chance to attack before they are shot at and destroyed. It also gives them a chance to either turbo boost or move flat out to get those cover saves in games with very little terrain.

The main issue with Reserves Denial is that it can leave you open for some bad rolling when it's time to bring your units onto the table. I've had a couple games where my units dribbled onto the game board leaving me wide open to taken out piece by piece.

Advantages:
- If you're not on the board, you can't die.
- If you go second, you deny your opponent 2 turns of damage against you.
- Creates a great Alpha Stike ability for your army.
- Lets you react to your opponents deployment and movement.

Disadvantages:
- Creates a chance for your forces to come in sparactically.
- Gives you less time to destroy your opponent/complete objectives.

There are three armies that can really take advantage of Reserves Denial by minimizes the disadvantages. The Eldar, Space Marines and Imperial Guard all have ways to increase the chances of your units coming on the board from reserves.

Eldar: They have the Auctarch, with the master Strategist Ability which allows you to add 1 to your rolls for reserves. Eldar also have the benefit of taking two which allows you the ability to add plus 2 to your reserves. So what are the odds of your men coming in?

Normal: Turn 2 - 50% Turn 3 - 67% Turn 4 - 83% Turn 5 - Automatically
1 Autarch: Turn 2 - 67% Turn 83% Turn 4 - 83% Turn 5 - Automatically
2 Autarchs: Turn 2 - 83% Turn 3 - 83% Turn 4 - 83% Turn 5 - Automatically

You might be wondering why it caps out at 83%, this is because a roll of a 1 always fails, and you always have a 1 in 6 chance of rolling a 1. But with 2 Autarchs you should be very confident in getting 80% of your forces on the board.

Space Marines: Have Varro Tigurius, the Chief Librarian of the Ultramarines and a Special Character. He has the ability, Gift of Presence, which allows you to re-roll any reserve rolls. His ability actually gives you a chance to re-roll that 1 on the dice, and will also allow you to re-roll passed rolls if you have something you want to stay in reserves. So what are the benefits of his re-roll?

Normal: Turn 2 - 50% Turn 3 - 67% Turn 4 - 83% Turn 5 - Automatically
Re-roll: Turn 2 - 75% Turn 3 - 89% Turn 4 - 97% Turn 5 - Automatically

Imperial Guard: Under the Regimental Advisors there is the Astropath. He has the Telepathic Relay that works exactly the same way as the Eldar Autaurch, along with a bonus of allowing you to re-roll your outflank rolls (wish the Autarch could do that). I've not yet seen any IG players do Reserve Denial because it's usually players pulling this tactic against them, but it could open up some possibilities of an outflanking army or something else if you're not playing the normal Gunline IG. Here's your odds.

Normal: Turn 2 - 50% Turn 3 - 67% Turn 4 - 83% Turn 5 - Automatically
1 Autarch: Turn 2 - 67% Turn 83% Turn 4 - 83% Turn 5 - Automatically
2 Autarchs: Turn 2 - 83% Turn 3 - 83% Turn 4 - 83% Turn 5 - Automatically

While people may not always find it fun playing against the Reserve Denial List, it's a great way to counter the Alpha Strike or Leaf Blower list that wipes you off the board Turn 1.

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