There's an article by a guy called Sirlin on "beginner's luck" on that exact subject worth reading.
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There's an article by a guy called Sirlin on "beginner's luck" on that exact subject worth reading.
For me the elimination of the maximum on reserves means the return of my lists that hit almost entirely from reserves, i.e. coming in from Outflank, Deepstrike, and fliers of course. It means very hard times for gun line armies who got an unfair boost by the fact so many of us were forced to put half our armies on the gun range for them to attrition until our up close and personal Flamers, Meltas, Baleflamers, etc. arrived to decimate the gun lines.
Lots to like about the little changes...
Like the new Jink. 4+ cover and you do not have to have moved to claim it.
Being able to cast blessing after arriving from reserve is a nice.
Also a fan of the 50% reserve restriction going away although the autolose scenario is still there.
Grenades can only be used once per unit per phase. :-) No more dreadnought krak grenade sad faces.
One thing I noticed. Warlords aren't restricted to HQs. Doesn't have to be an independent character. So in theory, you could select a sergeant or some other squad leader as your warlord. Also doesn't have the "highest leadership value" restriction anymore.
I'm not certain when it would be a wise choice to select a regular character as the warlord, other than an unbound list with no HQs.
I will say my favorite part about unbound is the ability to run small lists without a ridiculously high ranking officer leading it. Hey, tac squad and scouts, go recon that area over there. What you need someone to lead you? Ok, the Chapter Master himself will come along...
Hence why I think I'll field more sky rays in my Tau army, or more missile sides. In essence you must understand if you are fielding more hellturkies, than people can field more anti air units as well. As a Tau player only the invulnerable save is a bother since sky fire and ignoring cover saves isn't an issue.
Since I don't run interceptor as much you'll be able to get an initial first attack and be sitting ducks/ turkeys the rest of the game.
than if I'm playing daemons than it's vector strikes galore. Either way not really worried about the turkies.
Now with my sister guard they will be a problem. However since I can now have more anti air solutions., I think it probably won't be a problem, too bad no ignore cover save orders for vehicles ;-(, besides using divination.
I think it will be smart to run a good number of troops still. even though everything can score, only troops can deny. I can see games where people will lose because both sides have 6 points, but the guy with the most troops on each point will wind up winning, so in close tie like games having troops is going to matter a lot.
unless I misread or got misinformation if two sides are sitting on a point they both get the point unless the troop choice contest and deny the extra point to the other player. which gives people the illusion they don't need as much troops, but in reality they probably need more.