The beta version of Tactical Reserves updates an existing matched play rule presented in the Warhammer 40,000 rulebook. The ability to arrive on the battlefield mid-game has always been powerful, enabling units that can do so to arrive where they will be most effective whilst granting them immunity from attacks until they are on the battlefield. The original wording restricts the number of units that can do so to half your army, but the intent was ‘half of your army’s strength’, so we have further clarified this to be half the power of your army. Even so, armies that use a heavy proportion of ‘reinforcement units’ are dominating many gaming tables, often decimating their foes on the first turn before their opponent has had a chance to move any of their own models. We therefore felt it necessary to reign in the power of these abilities, and so during the first battle round, such units can only be set up within their own deployment zone. This means that to be most efficient, such units may want to wait until the second battle round. Note that we have not applied this restriction to Genestealer Cults or abilities and Stratagems employed by armies such as Raven Guard – the opportunity to deploy units en masse after deployment is a central part of the design of these armies.
Instead of being set up on the battlefield during Deployment, many units have the ability to be set up on teleportariums, in high orbit, in Reserve, etc., in order to arrive on the battlefield mid-game as reinforcements. When setting up your army during Deployment for a matched play game, at least half the total number of units in your army must be set up on the battlefield, and the combined Power Ratings of all the units you set up on the battlefield during Deployment (including those that are embarked within Transports that are set up on the battlefield) must be at least half of your army’s total Power Level, even if every unit in your army has an ability that would allow them to be set up elsewhere. Furthermore, in matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the controlling player’s deployment zone (even if its ability would normally let it be set up anywhere). This does not apply to a Genestealer Cults unit that is being set up according to the Cult Ambush ability, or to units that are set up after the first battle round has begun, but before the first turn begins (such as those set up via the Forward Operatives or Strike From the Shadows Stratagems). Finally, any unit that has not arrived on the battlefield by the end of the third battle round in a matched play game counts as having been destroyed.
The beta DS rule has ruined my all my lists. My almost finished competitive list no longer works the way it was designed and just got 120 points more expensive too :s
GW need to be gradual and small with their rules and points changes.
With regards to the DS beta rule, I suggest we bash our heads together here and then produce a draft for an email to GW with the results.
Edited by Dam13n, 19 April 2018 - 08:32 AM.
Adjusted Title and added Tags, also added the suggested rule and GW's justification in quotes.