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Tallarn Ambush Strategem Question


Glute

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If you use the Tallarn Ambush stratagem can your designated units come in on turn 1 in your deployment zone?

 

The FAQ states that the Tactical Reserves rule doesn't apply to units that are setup on the Battlefield  during deployment.

 

So I'm a bit confused can I use the stratagem to place 3 units in Ambush and then bring them on in my deployment zone in turn 1 or not?

 

If this has been covered in a FAQ - I would appreciate knowing which one.  

 

Thanks

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I can't ever see a need to ever use that stratagem.  Your basically giving up a round of shooting for 1-3 units.  I'd rather spend 1 cp on prepared positions to protect units during first turn vs wasting 3 cp on this.

 

How and why would you use this stratagem? 

 

I'm just not seeing any reason to do so.   Maybe I'm missing something...

Edited by Glute
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you can use it to keep units alive till turn 2, a fair few people use it on superheavies to keep them alive incase they don't get turn one. Then they bring them on in their own table half and open fire! either that or 3 hellhounds in the flank so they cant be shot at and blow up your own units. So pretty much to keep things alive. 

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  • 6 months later...

I use it to bring a Demolisher safely in range of valuavle targets in the rear lines of the enemy army. Oh and dont foget a command squad full of plasmas with a CCommander with plasma pistol.

 

Btw one thing that i dont understand is if i can split the 3 units in different tavle edges or if i need to place them all near each other.

Can you help me?

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If not on table it doesn't die.

 

My experience is most games of 40k really get going turn 2 onwards. Turn one is smashing hell out of each other and then when dust settles you are ready to get going. Turn one could almost be done on autopilot.

 

Saving units for this phase is benefit of the strat.

 

It also helps to narrow down board in terms of deep strike denial if you going first as you can bring a unit of infantry on and spread along table edge at 6". THis + 9" drop denial gives you 15" blocked out from board side, this can help force opponent to drop towards centre (where there are already models and so deep strike denial too) creating really poor options.

 

Another use is artillery hit squad - often at board edges - can pressure with fire and charges and tie up/damage.

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