Thursday

Reserves 101, 102, and 104. Part 2

"Statistics, Logistics, Economics, Tactics, Luck, and Determination or How To Be A Good Theoretical General." Post 003

"There's more than one way to look at a problem, and they all may be right." Normal Schwarzkopf

Part two of three, Reserves 102, will cover more advanced tactics, some philosophies, and ideas on using reserves.

Advanced Tactics: Every time I go to a tourney or just down to my local GW, it is a rare site indeed to a see players using the reserve rules for there army. The only exceptions to this is the rare Space Marine player how is using an all Drop Pod army, and me. I almost always use reserves, that rule has won me to many games for me not to consider it (its a 1/18 that I don't use reserves to be exact).

A good time to use reserves is when you know you are going to be facing a primarily assaulting army. Having a fast assault or special weapons squad in reserves can give you the edge in games where you need to “divide and conquer” or just to put them where you need them in the middle of the game. Reserving is also a great way to spread yourself out in Spearhead games, just make sure you have transports for your objective taking units cause they are going to need the speed of a vehicle to get across the board in 4 turns or less.

A good idea on when to reserve is when you know you are fighting a deep strike based army, like a drop pod or terminator army, some eldar armies, or an air calvary imperial guard army. In the cases of the drop pod army, half the army must come in on the first turn. So as an all reserving army if you have lots of vehicles (say 9 leman russes ^^) you can guarantee that you will get to shoot your cannons off first before those meltaguns get the chance to drop pod next to you.

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