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Discussion Starter · #1 ·
Okay, while I'm new to the game, I've pretty much got most of it under control.
One thing that bothers me though, is that I can't get a clear idea of how reserves rolls work.
My friend who got me into the game is telling me that on my second turn, I can start rolling. I can only roll for one unit a turn, and if I get a 4+ it comes that turn, if I get anything else, that unit just doesnt come in play until I try to roll for it again. And if it's my third turn, and I roll a 3+ then it comes into play.

Now, with a unit of 3 lictors and 3 seperate 1 ravener units, I can't see how I'm expected to get them all out in the 6 turn limit, and reading the rulebook I don't find definitive guidelines on this.

Could someone provide a step by step, turn by turn on how you go about deep striking/bringing in reserves?

Much thanks!
 

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Generally, starting on turn 2, you will roll 1d6 for EACH unit that will be arriving from reserves. On the roll of a 4+ they will arrive. More than one unit can arrive each turn.
On turn 3, you will need a 3+, and a 2+ on turn 4 on. A roll of a '1' is always a failure to arrive, even if the unit fails to arrive for the entire game and misses out completely.

Eldar Autarchs actually reduce the roll by 1 for each turn, so that Eldar units can arrive on a 3+ on turn 2, instead of the usual 4+. Dark Angel Deathwing armies have a special rule that allows them to deepstrike a full half of their Terminator units on the first turn.

So, while the first paragraph outlines the typical reserve methods used by most armies, there are a few special rules to watch out for. Hope this was helpful.
 

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Discussion Starter · #3 ·
Very much so.
It will be fun to rub it in my friends face, since he was denying a noob his Lictors. ;D

I've already managed a tie with the best guy in my play group, so I'm feeling pretty good.
(Outside of Eldar utterly owning me the game afterwards...)
 
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