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9th Edition 40k Strategic Reserves & Morale Rules

40k ninth edition 9thWe’ve got even more details on two very important phases of 9th Edition 40k with today’s rules reveal for Strategic Reserves and Morale.

Strategic Reserves and the morale phase rules as we know them are changing in 9th Edition 40k. Coming from Warhammer Community supplemented by commentary from WarhammerTV on Twitch, here’s the latest rules wave to show off more of 9th Edition. Let’s jump in.

9th Edition 40k Strategic Reserves & Morale Rules

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9th edition strategic reserves chartStarting with reserves first, it’s now a universal Stratagem to keep anything off the board. The way that it’ll work is you add up the TOTAL Power Level of the units you want in reserve. Then, follow the chart and that’s how many CPs it’ll cost. You can put anything in reserves now as well. Even the big stuff. Stu and Wade on Twitch were having conversations about countering a Baneblade by outflanking a Knight onto the board.

Options Open Up As Time Goes On

9th edition strategic reserves chart 2As always, no reserves can come onto the board until turn two. However, the longer you keep your units in reserves, the more options to have for where they can be set up on the board. They’ve slowed the game down a bit by keeping reserves reigned back. Now, anything coming in reserves from the method of spending CP is pretty much contained to dropping in on board edges and still must be 9″ away from models.

The overall goal of this mechanic is to keep valuable units from getting hosed turn one before a player even has a chance to use it. However, you’ll also have to think about how many points you’ll want to keep off the board. While you could in theory put half of your list in reserves, the units that DO start on the battlefield will be having a terrible time.

Grey Knights Wal HorAs for units with built-in Deepstriking abilities like Terminators with a Teleportarium, GSC’s Cult Ambush, etc. they can still be put into reserves and come on the board without having to worry about costing CP. You’re essentially paying the points for that added mobility of the unit.

It’s worth pointing out at this stage that, if your units have abilities that enable them to set up somewhere other than the battlefield (such as a teleportarium chamber for the Teleport Strike ability of Terminators or when using the Cult Ambush ability of the Genestealer Cults), the Strategic Reserves rules don’t apply to them.

Watch Out For Over-Extending Near a Board Edge

orks wal horIf you bring your units into the enemy’s deployment zone and get up in their face, if they’ve got units in reserve, it’s possible for them to be set up within 1″ and count as having charged. You also won’t get to fire overwatch. We’ve seen this mentioned once before but GW expanded on it more:

Strategic Reserves aren’t all about outflanking the enemy, though. Should your opponent overcommit with their initial attack, it’s possible to deliver a punishing counter-blow with your reinforcements. Strategic Reserves units can’t normally be set up within 9″ of any enemy models, but if you set them up within 1″ of your own battlefield edge, they can be set up within this distance – and even within the 1″ Engagement Range of enemy models! If they do so, they count as having made a charge move, and your opponent will be unable to fire Overwatch against them!

A small contingent of power fist Terminators might be a hot counter punch unit in the days ahead. Or maybe even the notoriously slow Meganobz!


The Morale Phase Is Changing For The Better

imperial guardMorale as we know it is coming to an end. Now, it won’t be a toss-up of “my unit can’t even fail morale” or “okay, I’m losing whatever i roll +10”. They’ve completely reworked the way your models will deal with getting shot at in-game.

9th edition morale phase 1First, you still roll a D6 and add whatever the amount of models that were destroyed this turn. However, even if you lost twenty models out of your 30-man Boy unit, if you roll a 1, nobody will run. If you DO fail the morale, only one model will flee regardless of how many models were actually killed.

Morale Debuffs Will Be Even Stronger

9th edition morale phase 2For the models that are in a unit, they’ll have to take a Combat Attrition Test. This is similar to when a transport gets killed while you have models embarked. Roll a D6 for each remaining model and on a 1, they also run. For below half-strength units, statistically, a third of the unit should run away.  The old under 50% modifier has returned from earlier editions of the game!

UPDATE: Imperial Guard’s Summary Execution has changed!

summary executionSummary Execution CURRENTLY outright kills D3 models in a squad and you keep on rolling. However, the new form of this rule in 9th will kill one model and then you have the opportunity to reroll your morale check.

With this new mechanic underway, units like Sanguinary Guard, Reivers, Night Lords, Flayed Ones, etc. that play on morale will be even more deadly. From rolling 1’s to having another -1 on top of that suddenly doubles the chances of models that could run away. However, the good news is that now, there’s not going to be any guarantee of a unit running away with this mechanic in place. It’s a great way to add a level of realism (as no general knows how much firepower to dedicate to 100% know that a squad of dudes is going to run).

With the protection offered to any unit at the cost of CP to morale getting completely reworked, 9th Edition is looking even more promising than before.

With all of this covered, how do you think transports going in reserves with units embarked will play out? Will you have to pay CP for the embarked unit as well? Are you going to be playing around with a morale-nuking list?

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About the Author: Wesley Floyd

Imperial fanboy, tabletop fanatic, King of sprues.