40K: Stratagems and You

  • Posted by
  • at

Stratagems will help give your battle-forged armies a leg-up on the tabletop. Here’s a look at how.

All right. A quick recap. Formations are dead, sort of, and in their place detachments are here. You can make armies Battle Forged now, and fill out a basic force org chart that generates a number of command points. Well, today Games Workshop has a look at how you’ll actually get to use those command points with their preview of Stratagems in 8th Edition.

Creed’s Stratagem: pick one enemy unit. It was actually an allied Baneblade in disguise this whole time.

In a nutshell, Stratagems are special rules you can activate by spending a number of Command Points (you can apparently re-use them, but can only use a given stratagem once per turn). These grant you some tactical advantage, like rerolling a damage die, or an armo(u)r save. GW has three stratagems on display, though they make mention of more for matched/open play, and we know that Commanders will also be able to call on faction- or mission-specific stratagems.

via Warhammer Community

Any army that is Battle-forged can use Stratagems, and as we’ve established already, it’s very easy to make a Battle-forged army. If your army is Battle-forged by the current rules of Warhammer 40,000, it still can be in the new edition.

Battle-forged armies earn Command Points based on how efficient they are likely to be at the logistics of war. Armies with a balanced mix of unit types and plenty of troops will tend to have more to play with, and every army that is Battle-forged gets 3 Command Points to start with. Some units are such capable and experienced commanders that they give you additional Command Points just by including them.

These are three of the universal stratagems, any army can employ these. 8th Edition will also include faction specific stratagems and ones that fit each mission.

What’s worth noting about these universal stratagems is how broad some of them can be. For instance, that 1CP Command Re-Roll seems pretty potent–you can reroll any die–damage, save, movement on a charge, to-hit, going first in that game of monopoly your astra militarum grunts have started playing instead of bothering to make any to-hit rolls.

Tactical Re-roll can be used to ensure a critical high-damage attack wounds a key enemy unit. But at the same time, your opponent could just as easily use theirs to re-roll that critical armour save. Or maybe you want to keep ahold of them to make sure you make that vital charge next turn?

Are you expecting to lose half of your biggest Ork squad to a punishing Morale test after taking heavy casualties in the Shooting phase? Not anymore! Auto-pass for 2 CPs.

The Counter-offensive is pretty huge too, with the ability to interrupt your opponent’s battlefield-wide charge to strike ahead of some of their units. It works best, of course, if your units are tough in a fight and at least one of the enemy units is going first, but used correctly, this can swing a game.

Who wants to place bets on “More Dakka” being an Ork-specific Stratagem?

And that’s just the three ones every army can use. Stratagems will be an extra tool in any commander’s toolbox, and with Battle Forged armies requiring all units from the same faction it really gives you that incentive to create a Battle Forged list. One last point from GW–these Stratagems aren’t one-shot rules, you can keep coming back to that well:

n matched play, these Stratagems have the additional restriction that the same Stratagem cannot be used by the same player more than once during any single phase. So, if you use that Command Re-roll to pass an armour save in the Fight phase, you can’t then use that same Stratagem to re-roll a hit later in the phase.

Which seems like a pretty good rule. You can’t just dump command points into your lazcannon blast to try for maximum wounds–sometimes, you just roll two 1’s in a row and that’s the way the Imperium crumbles. Speaking of which, be sure and check back tomorrow for an update on the Indomitus Crusade.

What do you think about these Stratagems? Is the extra layer worth it, or do you think it’ll be too distracting from the lists/game in general?

  • SundaySilence

    Is there an alternative to Battle-Forged detachments then? The article seems to suggest there is but it’s just not as beneficial.

    • Karru

      If I remember correctly, there is 14 Force Organisation charts available, at least at launch. Some of them give Command Points and others give you more “free reign” on your list. It is possible that there is either no other alternative in Matched Play or it simply refers to one of the Force Organisation charts available.

      • Viper666

        Exactly what I guess we’ll see with the remaining Detachments. GW told us people could build their armies the way they did in 7th (and many played only with formations). I presume that some other detachments will be smaller detachments that don’t give CP but make you able to build armies like some current formations (ex: an Air Superiority Detachment: 1-6 flyers, or an “swift strike detachment”: 1-6 Fast Attack… for those who’d want to make an all-Bike formation)

    • Knight_of_Infinite_Resignation

      Presumably unbound like today

    • Brian Murphy

      If you’re playing Matched play you must organize your force into Battle Forged detachments (see: https://www.warhammer-community.com/2017/04/24/new-warhammer-40000-three-ways-to-play/). Not sure about Narrative and of course you can do whatever you like in Open play.

  • ZeeLobby

    Interesting but also kind of bland. I really don’t see how these are strong enough to outweigh cheesing it up, which I think is their point?

    • Heinz Fiction

      Yeah, stratagems seem a bit bland to me too. However they have some potential. Maybe we’ll get faction specific ones later, or even some exclusive to certain HQ choices.

      • ZeeLobby

        Yeah. I guess it’s a starting point. Just seems like an additional mechanic to promote not allying in cheese, when I’d rather have them just not allow allies, and avoid having to include a whole other mechanic. Seems like a pile of band-aids on a beheading, lol.

        • Shawn

          No, allies are a thing! 🙂

        • Troy G

          I don’t mind allies. It just needs to be designed better than 7th ed, and limited.

          If you could take 1 ally, but they couldn’t represent more than 1/3 of your army it would work much better, than the mess that was 7th ed.

          • ZeeLobby

            Yeah. I mean I guess it’ll depend on the match play rules. Right now it seems like unbound to take anything you want, and miss out on a couple rerolls.

        • euansmith

          I like the mention of Scenario Specific Stratagems. That leaves the door open for all sorts of fun and fluffy games.

      • Cheryl Gohr Halkos

        they already said we were

    • Knight_of_Infinite_Resignation

      Seems gimmicky and gamey to me. 7th has too many ways for armies to break the core rules. Adding another way won’t help the balance of 8th.

      Seems to me GW needs to realise that as the rules writer they can FORCE people to make balanced armies through the army building rules. Giving people access to broken combos and imbalanced forces, and then trying to bribe them not to use them with Command Points seems perverse and will likely be ineffectual.

      • Scatter 667

        i dont understand how you come to the conclusion that adding statagems will be another way of braking the game! I think you just dont want to acknoledge, that most ways to break the game have been removed by using keywords for effects, not allowing characters to join units and no free units.

        The 3 shown examples are not broken at all, but just might save you in a desperate situation, if your army is designed according to the fluff. The largest known detachment grants you 9 command points and with points today comes up to about 2000pts in CSM. What you get is the equivalent of 9 re-rolls. Thats not broken and neither is it gimmicky. Maybe some faction stratagems will be more powerfull, but most likely also more costly so you can use them maybe once or twice in a game.

        What i like is the possible advantage you could get compared to a WAAC list without command points and a way to break the i go you go sequence and make it more interactive.

        • ZeeLobby

          I don’t understand this mentality of everything is fixed and nothing is imbalanced before we even have 1/10th of the rules. What we did get is another book keeping mechanic that is supposed to prevent brokenness. Would have rather just had them fix brokenness and leave it at that.

          • Matthew Pomeroy

            at its core there was nothing really wrong with 7th, it just got bloated and power creaped to death

          • Patrick

            Clearly you don’t play anything that requires open topped or skimmer vehicles. The rules surrounding these models are just so punishing that they pretty much tell you not to play them. 7th killed skimmers and open topped vehicles.

          • Matthew Pomeroy

            dark eldar, running mostly raiders with warriors. plenty of open topped skimmers.

          • Shawn

            Not so sure that it’s a book keeping mechanic, I’m sure the CTs will be straightforward, and rather limited in smaller games. It just adds a strategic element to the game and can help mitigate a bit of bad luck and/or die rolls. In my book, that’s a bonus.

        • Chris Boyle

          Why rerolls at all? I don’t see the point. You roll your dice, you have your result, play on.

          • ZeeLobby

            If anything rerolls were one of the mechanics that made 6th and 7th such a slog

          • Chris Boyle

            Exactly. I have that “here we go again” feeling.

          • Scatter 667

            i havent said that everything is fine, but that most of the broken
            things of 7th have been fixed and i gave some examples what is out the
            door. We might face other broken new things, but we dont know that yet
            and therefore i did not speculate. I still want to see the new balance,
            but gw explicitely stated that they will adjust points, if things start
            dominating the meta. This tells me they might be watching what happens
            in the tournament scence and react.
            I’m
            also not saying that we need re-rolls in the game at all. I’m fine pla
            ying without. But its 1 SINGLE dice in per phase max, not a bucket of
            dice all the time! In a situation were I need 3″ on the charge and role
            snake eyes you can re-roll one dice to maybe make it! Since its a dice
            game luck is a factor and
            Maybe people should stop blowing things
            out of proportion and re-read be for posting. You even don’t need
            command points for that;-)

          • Chris Boyle

            I wasn’t criticizing your comment or blowing anything out of proportion. I was just piggybacking off your comment to make the point that rerolls are unnecessary, irritating, and stupid.They are unnecessary because you’ve already rolled and have a result. War isn’t “Galaxy Quest” in which you can go back 13 seconds and get a different result. It’s irritating because you think you just destroyed that unit but no, turns out you missed all together! And it’s stupid because it adds another die roll. As I wrote elsewhere the roll for charge distance has always been detestable. Who charges and enemy and stops before completing the charge? If one must have a roll before charge, make it a D6 and on a 1 the charge fails, the unit remains in place. Otherwise the charge distance is, I don’t know, twice the movement or something. The game is already random enough with out rerolling results or rolling for charge distance.

          • Scatter 667

            Thanks for your reply! I didnt take it personnaly but wanted to reply to you and previous statements in one go. I totally agree on your point, that re-rolls are not needed. They are unrealistic and one could just roll once and be done. I also agree, that re-rolls, if at all, should be rare, and not be had on everything as it was in 7th. But one buying one dice will not brake the game, but it might occasinally lead to a save of the last land raider wound. But it will cost you and not be for free.
            I also play Shadow War, were charges are double the movement without rolls required. But this sometimes leads to exessive meassuring which takes a lot of time. The results is, that you keep out of charge range form models you want to avoid. which makes it to predictable. I dont know what the best method is, fixed 2 x M, M+D6, 2D6, M. No idea, each hasits pros and cons.

          • David Leimbach

            They did say that they can update rules to stop broken combos as they appear in matched play (tournaments). This is exactly the plan.

          • Matthew Pomeroy

            None of this “command points” thing is giving me a warm fuzzy at all.

          • Chris Boyle

            Yep, it’s the same GW mentality at work that brought us 7th ed.

          • Patrick

            The only thing about this I like is that it will help mitigate the whole oops you rolled a 2 to charge.

          • Chris Boyle

            I have always detested the roll for charge distance rule. Who charges an enemy without being sure you can make it? Maybe roll a D6 and on a 1 the charge fails, you remain in place, but rolling for distance is ridiculous. If my enemy is 10 yards away I’m not going to run five and then stop. When in history does that ever happen?

          • David Leimbach

            Historically many times. Usually mud involved.
            “CHAARRRGEE! Oh crap we’re in the mud at the bottom of a hill.”

          • SYSTem050

            Exactly wasn’t much of WW1 trench warfare just one failed charge and counter charge after the other.

            I always view the 40k rules as abstract. It’s not that you stop it’s there was obstacles, delay in communication, returning fire, general mayhem going on. All this interfered with the charge

          • euansmith

            If they were really cruel, they would require units that failed their charge to move towards the enemy unit a number of inches equal to the roll 😉

            An alternative would be to say that the charge goes in, but if you roll less than the charge distance, you are exposed to more effective overwatach, or strike second in melee.

          • SYSTem050

            Yeah kinda but not really

            Stopping you at the distance you rolled wouldn’t make sense to me as the roll doesn’t just represent distance travelled

            The distanve part never really bothers me as I don’t think off it as simply representing the distance more it accounts for the multiple challenges involved in charging at an enemy.

          • euansmith

            I think of the turns as being snap shots of the action, so a failed charge where you had to move towards the enemy would represent a unit who mistimed their charge and where caught out in the open. After all, within the fictional environment of the game, the sides don’t actually take turns to move and shoot. 😉

          • SYSTem050

            True get the logic that would make sense. Never sure myself if there should be a punishment for a failed charge or if not moving is sufficent.

            No down side other than over watch in declaring a charge even if the odds are against you. Bit like seizing the inative no reason not to have a go. Unless you don’t want to go first in which case you won’t roll anyway

          • Haighus

            Charges were a lot more successful in WWI than the common perception is today. What was generally not successful was the consolidation of these gains, and they were lost to counter-attacks.

          • Muninwing

            well, maybe once. but it only seems to happen once or so in a game usually…

      • ZeeLobby

        That’s the general takeaway for me as well. Another book keeping mechanic which is set in place to fix issues which hopefully shouldn’t even be there anymore. Just don’t think they were necessary

        • Scatter 667

          A simple countdown for command
          points is not a big thing for book keeping, since most players anyway
          write down their points to track them and finally decide who won;-)

          • ZeeLobby

            Right. Any one book keeping mechanic is never a big thing. But when you’re tracking turns, casualties, wound percentages, etc. And then you throw another on top, it can bog things down. It just seems like there’s a lot of contradictions. They want rules lite, but then put individual special rules on every units entry. They want mechanics lite, and then add a balancing mechanic on top of core mechanics, which in itself is another thing to balance. I just have to wonder how they conceptualize these things sometimes.

          • Scatter 667

            You are right, things add up. The percentage is gone and now you have to count casualties per turn per unit (working on counters for that). Model wounds, Mission points, kill points, turns and now command points. I have made a game tracking sheet, since everyone was taking notes on random paper scraps. It includes everything that needs to be tracked and i print it along with my army list i want to play. One sheet all information. I encourage everyone you give it a go! Standardized, clean, easy and you get used to filling it up very quickly. It also helps improving your tactics since you can track progress and performance based on mission, list and opponent.

          • euansmith

            Little tokens are always cool.

      • Shawn

        I think you’re worrying too much. It’s just a simple mechanic that allows you to counter some stuff, or mitigate bad rolls. I hardly think it’s game breaking. It’s not like the CTs will let you summon freed emons or something.

    • Superstew

      These are actually very similar to the various uses of Might and Will in LotR/The Hobbit. Any player of that system will tell you that proper use of these abilities is the key difference between victory and defeat

      • Karru

        I also assume that most LotR/The Hobbit fans understand that these are two completely different systems with major differences in the way combat is handled. You do realise that LotR is in a similar boat to AoS where vast majority of fighting is done in Close Combat and not from far away?

        • ledha

          “You do realise that LotR is in a similar boat to AoS where vast majority of fighting is done in Close Combat and not from far away?”

          HAHHAHAHAHAHAHAHAHAHA.

          Today, AOS is completely dominated by gunlines and ranged fight. Your local meta really must be unique.

      • ZeeLobby

        Yeah. I heard great things about LoTR and The Hobbit. That said, there’s never been a mechanic developed for 40K or Fantasy that I would attribute that comment to. I hope it has that kind of effect, but those systems were also heavily character focused,etc. We’ll have to wait and see.

        • euansmith

          I was really hoping that 8th would lift the movement phase straight from LoTR. It allows for reactive movement without being complicated.

    • Shawn Pero

      Personally what made 7th ed rerolls so boring and broken was the fact that only certain builds got them. These will be available to every faction. And even the faction-specific strategems are being written simultaneously rather than as part of codex creep; while that doesn’t GUARANTEE balance, as we can’t see them yet, it makes it seem like it’s much more likely.

    • Shawn

      What to you mean bland? Were you expecting, the Eye of Horus to grant your army 2++ for one turn? 🙂 Snarkiness asside, I’m just curious what you were expecting.

      • ZeeLobby

        Like “Tunneling: Reposition one unit up 12″ elsewhere on the table” Or “Supply Drop: Return unit to max unit size and gain twin linked for the turn” Like cool cinematic in-game events. Not like “a free reroll!”

        • Brian Griffith

          Might see those yet.

        • euansmith

          These are just some basic examples. The fun stuff will hopefully be in the Faction and Scenario specific command abilities. Hopefully they will not be too cheesy either.

        • Muninwing

          the first one would be at least 3 CP… the second at least 5

          do we know what the scale of points is?

          will we regularly see more than 3 CP in a reasonably-sized game?

        • Shawn

          More like the maelstrom cards then? They might be. Could be they were just giving us the rules and not the inherent fluff with them, but I get your point. I think GW has just given you creative liscence to create your own neat catchphrases and titles for the stratagems. To be honest, I think they’d work better as maelstrom type cards.

          • ZeeLobby

            Yeah! I actually really like that idea. An opportunity for you to grab bonus points if you take fluffy armies. Would be a cooler way to balance stuff out than just throwing rerolls everywhere. But hopefully this is just a taste.

          • Shawn

            Agreed. We’ll have to wait and see.

    • Anders CT

      Rerolling a single die at a time of your choosing is extremely powerful.

      • euansmith

        Especially in craps. 😉

      • ZeeLobby

        It can be. It can also be totally useless. It’s also pretty unthematic and yawn worthy. I’d also argue that taking the best units from several codexes clearly outweighs one game reroll.

        • Muninwing

          it can be totally useless and a moment of dramatic failure as well — the “wait! NOOOO!” moment.

  • Karru

    This one will boil down to two things. First is the amount of Command Points available and how to gain them during the game. Consider that the old “CAD” gives 3 Command Points. That is pretty low considering all it buys you is either three Re-rolls or a Re-roll and one negated Morale Check for example.

    The second is rest of the powers available, as these ones don’t feel nor seem very “powerful” considering the price and the amount of Command points available at the start.

    Overall, I see these having very little impact during the game with the current information we have on them. Still, it’s a nice addition to the game.

    • Red_Five_Standing_By

      GW said you do not gain command points in a game You have a set amount after building your list.

      • Karru

        That makes it slightly worse. Considering that most people play around 2000pts, they won’t be using the Brigade Detachment that much. At best, they’ll be using two Battalion Detachments. Unless the other formations give even more than the Battalion does, I really don’t see these being that useful.

        Here’s hoping that they do the “encouraging” of themed lists through keyword system then, like they do it in AoS. These don’t really look that appealing.

        • euansmith

          They appear to usable each turn, I’m assuming Game Turn rather than Player Turn, so, if I read that correctly, they will remain relevant throughout the game.

          • Karru

            You have to pay the command points to use them. If on average one has around 6-7 Command Points to use, that won’t be too many powers during the game. On top of that, you are only allowed to use those powers once per phase.

            These are also extremely situational and the real balance maker will boil down to how GW “encourages” themed lists through special rules and comboing like AoS does. These won’t be doing much of that.

          • euansmith

            I’m all for minor buffs over the insane cheese of the 7th 😉 Hopefully the Detachments will bring some structure back to the game and the Stratagems will function as an extra bit of fun and resource management.

            I’m just thinking that a Scenario featuring Comms Relays that could provide extra CP as long as you hold them could be a good giggle.

          • Karru

            Totally agree on that. The CP and Stratagem thing is a nice addition and definitely better alternative to 7th Cheese, I just believe they could have done much better work here.

            In my opinion they should have done two things. First of all, make CP a pool that refills at the start of your turn and secondly make it more rewarding to take “themed” armies.

            Making it so that person averages around 5 CP per turn would have been okay for the refill system. It would have been comparable to the way WarmaHordes does their Focus system where you basically have to manage your resources throughout the game each turn instead of it becoming irrelevant halfway through since you ran out. You can either spend all your points in re-rolls or some minor buffs during your turn, or you wait until your opponent’s turn to use some powers there. This would have made the system that much more interesting as there was never any worry that you would run out of points completely after a handful of powers have been used.

            Then the encouragement. Instead of tying up most of the CP into detachments, they could have done something much more thematic. They could have made it so that you get +1 CP for each matching Faction Keyword your army has.

            For example, the Rubric Marines has Chaos, Tzeentch, Heretic Astartes and Thousand Sons faction keywords. So if you take an entire army of Thousand Sons, you’ll have +4 CP.

            If you instead chose to take something like a Space Marine army with a Knight, then you’d have only +1 CP, as those two would most likely only share the “Imperium” faction keyword.

            This would have made the system more encouraging towards thematic armies instead of super friends.

          • euansmith

            Has it been made clear whether you do get CP back at the top of each Game Turn or not? I was assuming you do.

          • Karru

            As far as I am aware of, you have a limited pool. There isn’t any indication that you get them back once they are gone. Then again, there is no indication of the opposite either, so I don’t know exactly.

          • euansmith

            I think it said that you don’t get them back; something like, “no endlessly recycling daemons”. But then you don’t get deep striking units back either, so, I guess, the endless Daemon Spam is rather unbalanced unless they cost a lot of points.

            With what they have said about Summoning, it sounds like you are getting a customisable sidebar, so you can look at what your opponent has brought and reach in to your toy box for a hard counter to their list. That, in it self, seems pretty powerful.

          • SYSTem050

            I was looking to see if there was a definitive answer on the generating/refreshing comand points during the game anD haven’t seen anything. Easily could have missed it though

            Not sure how the deamonettes summoning thing applies to command unless I have also missed something also boy command points also allowing you to summon. The no more recycling units seems separate to whether command points refresh etc.

          • euansmith

            Stupid sexy leaked rule snippets! 😉

          • Muninwing

            useable each turn… if you have CP to spend. we need to see limits. another unanswered question.

    • Superstew

      They are very powerful. Ask any LotR/Hobbit player about the ability to be able to make an out of order fight happen when you chose.

      • Karru

        You seem to miss the point. In a standard game, one might not have no more than 6 Command points. It will allow you to do that power 3 times per game, that is if you don’t use any others during the game. On top of that, you would have to fight against an army that does multiple assaults during their turn as well.

        The point is the “out of order” power is situational, the Morale thing is too expensive and the 1 re-roll is very weak. They will have very minimal effect in most games I feel. As I pointed out, it will boil down to those two things, availability/average amount and the other stratagems one has access to. As they stand now, they are nice, not thrilling, but nice.

        • Anders CT

          One reroll is not very weak. Six rerolls will make all your droppods deepstrike simultaneously more times than not, or it can give your Solitaire a dependable assault distance of 30 inches.

          • Karru

            Seems like you might have not read the article completely. You can only use ONE Stratagem per phase. Let’s say you re-roll your Deep Strike on the Drop Pod #1, you don’t get to do it on your second one. Same thing with that Solitaire, he gets to re-roll one dice during his charge phase.

          • Nyyppä

            I think it’s one stratagem once per phase. Not that that would change your example’s validity in any way.

          • Karru

            That’s what I meant, I just noticed I forgot to add the “once” in there.

    • Anders CT

      The reroll of any single die and passing any single failed morale test are very powerful options. I think you underestimate the importance of this. Regards

      • Karru

        Not when you get to do them maybe once per game.

        For example, the situation that GW gave there where they mentioned that you could ignore the morale after you lost half of your biggest Ork squad in the shooting phase. First of all, no one in their right mind would, with the current info we have, go with large units or Orks. You go with the current way how Orks are played, which is Mechanised units of Boys in Trukks. Instead of placing all your eggs in one basket, you fill the board with units that the enemy has to deal with.

        I will never see a situation come up where ignoring the morale will have massive impact, unless there is some way to absolutely nuke one elite unit into Ld 1 and then cause some casualties into it so they have to roll for damage.

        Again, the problem is the amount vs price. The old CAD gives you 3 Command Points. That is equal to 3 re-rolls, none of which can be used more than once per turn, or 1 re-roll + 1 other power.

        The Counter-offensive ability for example feels extremely useless against a skilled opponent. Since it happens AFTER your opponent hits something first, even if there are multiple combats happening on the board, your opponent would have to be brain-dead to allow you to get something good out of this one. If he charged a unit that could cause problems if they got to hit first, then he will start with them. After that, you can spend your 2 CP to attack with another unit somewhere else. That unit will most likely be something like a Tactical Squad or another shooting unit that really doesn’t shine in CC.

        In other words, I am not underestimating these. They will have little impact on the game thanks to the restrictions and price attached to them as well as the amount of CP you get on average. Against a skilled opponent, I don’t see much impact happening against any of these. They are a nice concept and can do some minor buffs here and there, but don’t expect to turn a certain defeat into a victory with these.

  • Brian Murphy

    This looks excellent for Narrative campaigns. One of the big challenges in building an ongoing campaign is rewarding the victors without allowing them to build up such a huge advantage that competition goes out the window (like what can happen in Frostgrave). With something like this, we can have our cake and eat it to: in order to hold the spaceport, you must dedicate a certain percentage of your total force to defending it (and thus can’t use it unless the battle is an attack on the space port) but it does give you an extra two command points to use in any battle.

    • Troy G

      I really agree with this. A mechanic that allows you to reward victory without just granting extra points is excellent.

      • euansmith

        I guess players could even be rewarded with special custom stratagems, like, “The winner of the Battle for the Prometheum Refinery gains Overpowered Engines (1CP): roll 2D6, discard the lower roll and add the result to a vehicle’s movement. If you roll a double, the vehicle suffers 1 Mortal Wound.”

        • Muninwing

          i like that — the set pool of CP but earning options to spend them on as the game progresses

  • Vachones

    A re-roll is always useful, and if they are more limited in this edition it makes it even better. The second one is situation. Auto-passing a morale test can be really good to protect a unit for a few turns that otherwise be susceptible to that.

    I thought that each army would have custom stratagems at some point, I think that is where the flavor and interesting mechanics can be. These are for all armies and have to be pretty generic.

    • Chris Boyle

      Of course rerolls are useful–for the one hoping to benefit. Why reroll at all? You’ve already rolled and gotten a result. And why permit a rule such as autopassing a morale test? Take the test an live with the result. These kind of rules that overturn results or vitiate existing rules are what brought us 7th ed.

      • Vachones

        Its not a rule so much as an added layer of resource allocation as a benefit to building an army a certain way.

        I agree that re-rolls are in general bad for the game. They are one of the many things that screwed up 7th edition when they were handed out so judiciously. For example, a grav centurion with re-rolls to hit (because of doctrines), re-rolls to wound (because of amps) is just stupid and breaks the game in my opinion.

        Command points are a resource that you have to choose to use at the right time. The more varied the army (from what we have seen leaked about the new FOCs), the more points you can allocate. If re-rolls are severely limited in 8th, which I’m hoping is the case and the twin-linked change seems to indicate, then command points are a great way to add a layer of depth to the game.

        • Chris Boyle

          The article calls them rules. “Stratagems are special rules . . .” You can describe them as “an added layer of resource allocation . . .” (Really?) but they’re still rules. If re-rolls were bad for the 7th ed. game, they’re bad for 8th ed. As I stated, you’ve rolled the die and have a result. Why do we need do overs? Are do overs remotely realistic? I suspect we’re going to find re-rolls popping up all over once 8th ed. get’s going. GW can’t help itself. That and rules inflation, because as these strategems show the mentality hasn’t changed.

          • Vachones

            Yes really, these are points you spend for effects that you can choose, and you only get so many, more if your army is more diverse. Its a resource you have to manage, not something that is always on.

            As I said, re-rolls in general when used all the time are bad for the game. I don’t see this as the same and I have more faith that for a while 8th will be nice balanced. GW could go nuts with rules, sure, and that might happen eventually, but I don’t see this as rules inflation.

          • Chris Boyle

            That cracked me up. Thanks!

  • AircoolUK

    Sounds ok to me. A few tricks to have up your sleeve that AREN’T random.

    If formations are similar to AoS, then you can still take options outside of the formation (or whatever we’re calling them), but they’re not subject to any bonuses provided by that formations warscroll.

  • This Dave

    Sounds like these will be the replacement for Formations. You take some specific units and they get a special Strategem to use.

    • Anders CT

      I think it is more the opposite. By NOT taking your super optimized tau-eldar-imperial-knight cheese detachment combo, you get some command-points. Formations will not be missed.

    • Muninwing

      i was thinking that this was the replacement for Warlord Traits…

  • NIck Cathers

    If faction specific stratagems are more flavorful / game-changing and if the yet undisclosed other formations have ways of generating more points, this could be a good replacement for the 7th formations that wont be necessary, but could still encourage less super-friends.

  • Nyyppä

    This could be awesome or horrible. The options shown are….moot. The context being the rules revealed thus far.

  • Chris Boyle

    Command strategems are unnecessary. GW just can’t help itself when it comes to making new layers of rules. Read this; “Tactical Re-roll can be used to ensure a critical high-damage attack wounds a key enemy unit. But at the same time, your opponent could just as easily use theirs to re-roll that critical armour save.” So we’ve rolled a result, but didn’t get the result we wanted to we reroll and succeeded. So the opponent rerolls to undo that rerolled result. Does this not sound very familiar?

    • Anders CT

      It does not sound familiar at all. It is like nothing that exists in 7th edition. Stratagems looks to be splendid.

  • Josh Heinz

    The fact that there will be faction specific stratagems does make losing formations a little easier to take. When they said there would just be “Generic” detachments, I got worried. Hopefully, the stratagems will be interesting enough in their own right to make up for the lose.

    • euansmith

      As there are apparently 14 basic Detachments, I’m expecting there to be a plenty of choice as to what it deployed. The advantage being, I think, that everyone gets access to all the Detachments, so there is no Gladius just for the Space Marines.

      • Muninwing

        i am hoping for some faction-specific options. i want to play my Ravenwing, my Deathwing, like i have since 3rd. i don’t want to pay a scout tax.

        i’d even be ok with fielding by the old 3rd ed rules — only Landraiders, Dreadnoughts, and Terminators allowed. or only Bikes and Speeders.

        • euansmith

          I’m hoping that the detachments will include things like, “Take 1 HQ and 1-6 Fast Attack, gain an appropriate the special ability” so that any army could have an force made of whatever their applicable units are.

          • Muninwing

            hm… “specialist” divisions that give you
            – 2-3 HQ
            – 3-9 Elite/Fast slot
            – 0-4 Troops
            – 0-2 Fast/Elite (whichever isn’t used above)
            – 0-2 Heavy Support
            – 0-2 Flyers

            that would be a callback to the old 3.5 Chaos codex… Night Lords were +1 FA in exchange for -2 Heavy slots, Iron Warriors were +1 Heavy for -1 Fast, and Word Bearers got +3(?) Troop slots for only daemons in exchange for… something?

            it’s been a decade, forgive my memory.

          • Skyweir

            How is that different that a formation, which was they whole problem with the old system? There might be a 1HQ, 1-6 Fast Attack detachment, but it would gain a penalty in not getting as many CP, rather than gaining a bonus. The point of these, as far as I understand, is to encourage you to take a well balanced force with plenty of troops.