Howdy y'all. I've been away from my army for awhile now due to job reasons and before I go back, I was wondering what experiences people have been having with deployments and units in reserve.

Other than a quick couple of games with friends when the rules leaked and we all went to our respective internships, my only experience has been a plethora of battle reps online.

What I've seen so far, has been pretty much everyone deploying their army as close as they can and hoping to get the first turn. This results in an absolute blood bath as the battles are usually determined by the end of turn 2. The only report I've read where this didn't happen, was a Necron player against an Eldar 11 skimmer list, that finally got up close and personal on turn 4 to try and grab objectives.

Also, I've seen an interesting array of deepstrike reserves, with the majority of them being dropped turn 1 and failing the ~27.78% chance of making the 9" charge. (ignoring rerolls for a minute, I'll get to that.) I understand the idea of having as much firepower on the board as possible, but these deepstriking units are almost always the first to die. Which is good if they're a cheap distraction with a good save, but there have also been times where dropping them turn 3 would be the difference between winning or losing an objective.

The other mistake I've seen made, is dropping a CC unit behind enemy lines after the enemy moves up a little. It's the saddest thing to see Lightning claw terminators get dropped behind enemy lines, fail their charge, and play catch-up for the rest of the game as they get peppered down.

Back to 9" charges and rerolls. You're given two options. Reroll charges means rerolling both dice. The other option is to use the stratagem to reroll a single die. (*sidenote* CP reroll a die, can you then reroll charge distance for the other one? can't reroll a reroll but you've only rerolled a single die...) Back on topic, The first option is getting a 9 on 2d6. That's, as I mentioned previously, a 27.78% chance of success. Rerolling them both if you don't make it is again a 27.78% chance of success. Together this is 47.84% chance of success.

equation used: -((1-P)^n - 1) Where P is the probability (27.78/100 or 10/36) and n is the number of rolls, in this case 2.

ex: P=.3

1: .3

2: .51

3: .657

4: .7599

5: .83193

In the event you have a single good die (4+) you may choose to use a command point to reroll your other die. In the event of a 6, you need a 3+ so that a 66% chance of making it. with a 5, 4+, 50% and with a 4, 5+ so 33%. decreasing by 16.67% each time. Basically, with 1 good die, you stand a better chance using the command point to make it, than rerolling both of them.

What experiences have y'all had so far? What works, what doesn't work? Do you agree with what I've put above?

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