Good day everyone. It has been a while since I have done any sort of review for 40k rules. Now that 11th Edition has been properly launched and a couple of months in, I feel like the dust has more or less settled.
Just like a new OS update, often when new Warhammer 40,000 rules are launched, there is a time frame where "bugs and balancing" need to be addressed. The same can be said for a brand new Codex.
For 11th Edition, so far, Orks, Space Marines and Adeptus Custodes have gotten their 11th Ed Codexes and an update to the Space Marines sent massive rules changes throughout the whole edition.
Now at least, I do not foresee massive changes to the core rules or to the previously mentioned factions, so I can start doing what I normally do.
Time to review the Core Stratagems!
What is a Stratagem?
Stratagems are a rare, finite resource in a game of Warhammer 40k. They represent a special action or tactic used to influence pivotal moments.
A player receives 1 Command Point at the start of their player turn and at the start of their opponent's player turn. Thus, in a 5 turn game, you will get 10 Command Points. You can also use different abilities to earn more Command Points, but these are usually limited to 1 per Battle Round giving you a maximum of 15 Command Points (or CP for short) per game.
All armies have access to Core Stratagems, though there are still Keyword prerequisites present to use some of them. Faction Detachments will give you access to more Stratagems which are only available for your specific Detachment and Faction.
The Core Stratagem pool is something that every player needs to understand really well, in order to do well in a game. Not knowing these stratagems can lead to sub-optimal game results. Like I have said many times. Points values on armies include all supporting rules. Thus, if you do not use your Command Points, then it is a waste of efficiency.
Rather you use your CP and get a slightly better result than sitting at the end of the game with 5+ CP unused. Especially if you had lost.
Every Stratagem comes with a WHEN, TARGET, EFFECT and sometimes RESTRICTIONS.
Units that are Battle-Shocked, cannot become the target of a Stratagem - they are panicked!
The Core Stratagems include the following:
1. Command Re-roll
Overview: When a single dice roll changes the outcome of the battle significantly, the command re-roll is used. Usually used to re-roll something like a single important missile shot, rather than one in 20 boltgun shots being fired. Another favorite use is to re-roll a charge roll.
COST: 1CP
WHEN: Any Phase
TARGET: Any unit of model
EFFECT: Re-roll the following:
Hit Roll
Wound Roll
Damage Roll
Save Roll
Advance Roll
Charge Roll (both dice)
Hazard Roll
Rolls to determine the number of attacks generated.
Command Phase Stratagems
2. Insane Bravery
Overview: Used once per battle when a unit's Battle Shock test is an absolute must-have success. Using this in the right time and place can sometimes win a game!
COST: 1CP
WHEN: Command Phase, just before rolling for Battle Shock
TARGET: A unit that is meant to make a Battle Shock test
EFFECT: The Battle Shock test is automatically passed
RESTRICTION: This Strat can only be used once per game
Movement Stratagems
3. Rapid Ingress
Overview: Bringing in reinforcements in your opponent's turn. Usually, if you bring a unit on to the board in your own turn, they can only be within 8.01" of an enemy, they can then shoot and attempt a 9" charge. Making a rapid ingress into a safe space means that in your turn, they can now move normally and then shoot and charge.
COST: 1CP
WHEN: At the end of your opponent's Movement Phase
TARGET: One unit that is in Reserves
EFFECT: That unit is set up on the battlefield, using rules for an Ingress Move
RESTRICTIONS: This stratagem cannot be used in the first Battle Round.
4. Heroic Intervention
Overview: After an enemy has charged forward with their units to start combat, you can select one of your units to charge at the enemy in their turn. Either you are adding additional protection to the unit that was charged or you are using 2CP to move something into combat out of sequence. Note that the unit has made a charge move and now benefits from all the rules attached to that.
COST: 1CP for Leap to Defend, 2CP for Into the Fray
WHEN: End of your opponent's Charge phase.
TARGET: One unengaged unit. You can only select a Vehicle unit if it is a Character or a Walker unit.
EFFECT: Resolve a Charge roll for your unit and select one of the following two modes:
Leap to Defend - Your unit uses the charge roll made to charge at an enemy unit that has just made a charge move.
Into the Fray - If the result of the charge roll is greater than 6", change the result to 6" and now charge any enemy unit within 6" of your unit.
Shooting Stratagems
5. Explosives
Overview: A surefire way to cause damage to a target that is very difficult to block, but has restrictions.
COST: 1CP
WHEN: Shooting Phase, before the target unit has made any Ranged Attacks.
TARGET: The unit must be unengaged, eligible to shoot and has not made an Advance this turn. The unit must have the Explosives or Grenades Keyword.
EFFECT: Your unit selects an unengaged, visible unit within 8". Roll 6x D6 dice. On every 5+ rolled, that enemy unit suffers 1 Mortal Wound.
6. Fire Overwatch
Overview: An out of sequence shooting attack that happens after your opponent has finished moving. This can be done to cut down on incoming shooting attacks, melee attacks or Objective Control.
Note that Torrent weapons (aka Flamers) are the best for Overwatch because they do not need to roll to Hit.
COST: 1CP
WHEN: End of the opponent's Movement Phase
TARGET: One unengaged unit from your army, excluding Titanic units.
EFFECT: That unit uses Snap Shooting.
Snap Shooting
- You can only target one visible and eligible target within 24" of the unit.
- Only rolls of 6 score a hit
- This hits are not critical hits
- Hit rolls made this way cannot be re-rolled
- After snap shooting, a unit cannot perform an action.
7. Smokescreen
Overview: In response to enemy shooting, this stratagem seeks to reduce the effectiveness of incoming enemy fire. This is often useful to use on a unit deliberately out in the open and in front of an another unit that is also out in the open.
COST: 1CP
WHEN: At the start of your Opponent's Shooting Phase
TARGET: One Smoke unit
EFFECT: Until the end of the phase, when a shooting attach targets this unit or a unit not fully visible because of this unit, these units get the Benefit of Cover rule. (-1BS)
Charging Stratagems
8. Crushing Impact
Overview: Use a Vehicle or a Monstrous Creature to smash into the enemy, causing damage. It does risk damage to yourself.
COST: 1CP
WHEN: In your Charge phase, just after your unit completes a charge move.
TARGET: That unit that made the charge.
EFFECT: Select one engaged enemy unit, roll a number of D6 equal to your unit's T value. On a roll of a 1, your unit suffers 1x Mortal Wound, on a 5+ the enemy unit suffers 1x Mortal Wound, to a max of 6 Mortal Wounds each.
Fight Phase Stratagems
9. Epic Challenge
Overview: Use your Character to kill your opponent's Characters. Bypass the Bodyguard and attempt to kill their leaders to remove dangerous attacks and unit buffs.
COST: 1CP
WHEN: During the Fight Phase, when selecting your Character to fight.
TARGET: One Character unit that has not yet made their attacks.
EFFECT: Your Character's attacks gain the Precision rule
10. Counteroffensive
Overview: Interrupt the flow of battle and strike back at the enemy before they can hit you first. Only useful if the enemy charged more than one target in their turn and you have a decent melee unit that can launch a counter. It is expensive.
COST: 2CP
WHEN: In the Fight Phase, after the opponent has finished making attacks with one of their unit.
TARGET: One friendly unit that is Engaged and eligible to fight.
EFFECT: The unit gains the Fights First Ability unit the end of the Phase.
Summary
And there you have it, 10 Stratagems that all armies may use. Of course, if your army lacks certain types of units, some of these Stratagems will never be used, but generally there is something for everyone.
If you do not have Smoke, Explosive/Grenade or Vehicle/Monster units, then you won't use those Stratagems.
However, everyone needs a Command Re-roll and Insane Bravery.
If you have a shooting army, Overwatch is good.
If you have a melee army, Heroic Intervention and Counteroffensive are helpful.
If your army construction relies on reserves, Rapid Ingress is your friend.
It is up to you to use these, and your faction specific Stratagems to best effect!
Thank you for reading!
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