We’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

Options Open Up As Time Goes On

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.

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

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


Morale Debuffs Will Be Even Stronger

UPDATE: Imperial Guard’s Summary Execution has changed!

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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