Yeah rapid ingress is really useful for lone operatives that are good at melee, you drop them just out of shooting range and then charge the enemy next turn.
@@taylor943 That's the whole point, you cannot be shot or charged. But since you deep strike in the opponents turn, once it your own turn you get to move before making the charge. Even a slow unit like Terminators will thus end up with a 7" charge, but most units with deep strike have more movement, often 12", thus guaranteeing the charge.
I love this strat. I rapid ingressed my 10 man terminators lead by sorcerer in term armor with mark of slaanesh, then next turn unnatural swiftness, and could have rerolled the charge because of the sorcerer. Was massive.
I can see this stratagem working with an Avatar of Khaine. I’m new to 10th so correct me if he can’t be put into reserve. But having a melee beast that can also tank hits would make a huge impact imo
@@bushcraftnorway nope. Been here since the transition from 8th to 9th, just wanted to express how uncommon it is for "tactics" channels to actually discuss game mechanics.
@@PapaBradford considering in this video he specifically describes using the tactic in games he's played, unless he's some kinda extreme LARPer, he does in fact play.
I used this on a Banesword because my Deployment zone was very tight, normally a Banesword won't be able to shoot when it comes out of reserves because of the hull size exceeding 6" but with Rapid Ingress you don't have to worry about that so you can position it better.
Thank you Auspex I appreciate this. I feel like this would be a really cool series to go through all of the core strategems and how to use them effectively.
It’s such a good strat. Used it with my terminators against Votann. Dropped them behind enemy lines against a squad of basic troops. Zero damage done to them and scored storm hostile and behind enemy lines in 1 turn
Got a similar thing done with my Terminator squad against my friends Eldar, had 2x5 man squads of Termies and two homing beacons on the table so he had to commit to trying to cover one of them, and forgot his Fire Prism was near the other. RI'd in on that one with my Librarian led Termies and proceeded to absolutely chop through his Fire Prism and then Scorpion Squad. Felt real good, even if I ended up losing lol.
I am very new to Warhammer so vids like this really help with strategy making for my grey knights army. This could be really usefull with grey knights strike squad, you can get the unit near/on an objective(like the one in your opponents zone) and then during your command phase using the unit's ability to keep control over it even if the unit leaves the objective.
I just switched to gk for 10th and you're absolutely right, rapid ingress goes nicely with our army, however, keep in mind that our teleport assault doesn't put the unit into deep strike so you can't use it on those units, but mists strat does put them in ds so you can plop them down after misting out, great fun, welcome to the hobby, hope you enjoy gk 😀
@@MrMeloff even if the teleport assault did put them in deep strike, you wouldn't have the opportunity to use rapid ingress. Your enemy doesn't have a movement phase between when the unit leaves the board and when it comes back lol
My grand master in NDK armor with F2tF enhancement loves doing this. Rest of army is hiding so the opponent leans towards advancing instead of shooting and kapow, big boy in your back field locked and loaded for my turn 1/2
Positioning is probably one of my harder points to get down right in this game. I play CSM and I pretty much forget to use advances for certain units (Cultist, chosen, etc.) or unsure who should go in reserves and when. I did mess up on one ruling thinking abaddon wouldn't get his warmaster ability if he's in reserves lol
It took me way too long to realise that having the extra movement on your turn before you charge is why this strat is so good. I figured it was just for getting onto objectives or blocking charges.
@@EternalQuestion Hey man! Yeah I just got into it, got 1k of Votann - only played a couple of games but I’m properly hooked! I didn’t know you were into 40K???
I've used this to great effect with Inceptors as part of my Dark Angels combat patrol. They're absolutely nasty anti-infantry, and their mobility can get them really close to objectives in a hurry. You just need to be careful with where you put them - In a game against Grey Knights, I thought I was safe sitting atop a 10" ruin, but it had a ledge at 5" up. My opponent got lucky on a charge roll with his Dreadknight and managed to get onto that ledge. I definitely didn't expect to get tank shocked way up there!
I'm skeptical that melee is better than ranged on a point cost basis. That's certainly how it should be, but I can think of numerous examples of melee units being charged at a premium compared to ranged.
Yeah it's definitely of a case of melee weapons should be stronger than ranged since they have the downside of having to actually get into melee but gw hasn't seemed to have gotten the memo on that particular balancing concept
@@snowconesyrup2698GW are weird about this. One of the only times that melee was universally really strong was when EVERYONE ran a BA slam captain. It was a great unit, and a very scary melee threat. So naturally they made the rest of melee crap. It's really hard to get any genuinely "anti-tank" melee in the current toughness meta, and therefore it's hardly worth it.
@@snowconesyrup2698 Weapons should be stronger or they should be on the same level but melee units are cheaper. But melee is generally more expensive and with weaker weapon profiles.
Can you DS a drop pod using rapid ingress at turn 1? I hear contentions that it may be not allowed due to some out of phase rules. DSing the pod in your turn at turn 1 is straightforward, but can you RI DS it on turn 1 if your opponent goes first?
That would be a classic RAW vs RAI argument. You can only deploy reserve starting the second turn. The drop pod's ability makes him able to arrive during YOUR first turn, but not your opponent's. The rapid ingress stratagem still says that it could come as if it was your movement phase. RAW: yes, you can. The drop pod can come T1 at the end of your opponents movement phase as it would be considered your movement phase. RAI: The restriction is there to prevent T1 deployment in the enemy line. Therefore putting a drop pod is your enemy deployment zone (especially with 10 sternguards with buffs).
How do you feel about Tau crisis suits using rapid ingresss to drop onto some Stealth Suits with a homing beacon for free? I still feel like it’s probably not worth it since they’re not planning to charge, but it could maybe allow them to get within 9 inches to use Tau’s -1 AP strat if they’re within 9 inches?
I typically only use RI if I go second, I think its better when going second for any army, but with ork tempo going first and using RI you would need to waaagh turn 3 which just feels too late
I like 2 cp combo for grey knights, mists of deimos into strategic reserves when they move close to you, then rapid ingress to drop them somewhere else on the board same turn
As soon as we got this strat previewed I knew it'd be probably a little too good since it eliminates the only downside that reserves had. The simple way to explain this is that a lot of tactics revolve around matching weapons to targets, having a sight line and getting within range, which is what eldar have always been superb at with their increased mobility and high powered weapons. Having a unit stay out of the game until an optimal opportunity presents itself where you can trade up or cripple your opponent is where this strat comes in. It also makes the game a little less fun since you can't guard against it unless you always move optimally and have screening board control.
can someone help, would the stratagem only allow you to arrive on the sides of the fields, like with strategic reserve, or can you deploy your unit anywhere 9'' away from enemy units? ( i want to know for the lictor if that matters)
Sanguinor stays in reserves and if you don’t have a great opportunity to do his miraculous savior intervention, you can rapid ingress him 12.1” away from a target, he can’t be shot, he can’t be charged and he will move 12” and blend them on your next turn.
Rapid ingress inferno pistol Seraphim I think has a lot of potential to trade up into armor, since they have the mobility to get close enough to be in melta range while still potentially deep striking out of line of sight of most stuff. With the detachment rule it could even be a mistake for them to be shot at as long as they aren't likely to take heavy casualties, losing some bolt pistols to make the infernos more dangerous is kind of ideal.
**edit** this won’t work because of the stratagem label change Not only bring them in out of deep strike, but if any of your leaders have the 0cp strat to use again, you can bring in two units at once
Only if they specify Rapid Ingress in their rule though right? Because altering the cost of unspecified Strategems now only works on Battle Tactics, and this is a Strategic Ploy...? Or am I misinterpreting the new rules? (edited in an attempt to improve clarity)
Very effective with tempestus, drop just out of charge range of a melee unit on an objective and then shoot them all dead and change. Did that with great effect against Necrons before.
I mean, we have known for a long time that Player Placed terrain is a whole other meta that can make a win or loss no matter how good your or your list is, or how lucky you are (also terrain rules being "agree with your opponent what tules apply"). Generally speaking the new GW GT layouts and most ITC/WTC setups are very good and allow a ton of deepstriking for single models unless the opponent physically hard-screens
Teleport homer can be useful too even if you end up coming in elsewhere. Your enemy will naturally want to screen the homer, which you can use to pull them into the open out of cover.
That's actually what I do. Drop the Beacon on a remote location with a juicy unit of termis in reserve with a captain. If the opponent ignores him, his (painful) loss but if he wants to screen it, he usually leaves a big hole somewhere in his line.
Can someone clarified this for me; On of my friend told me that reserve unit can arrive in turn one due to those line : "Note that while all Strategic Reserves units are also technically Reserves units, the reverse is not true, and so these rules do not apply to units that are using other rules that enable them to start the battle in Reserves (e.g. Deep Strike). Such units are instead set up as described by those other rules." And when i read the Reinforcement phase at page 16 i have to agree with him. Making us able to rapid ingress and deep strike turn 1 Can someone tell us what we are missing? (If we are)
Orks can (hilariously) use Rapid Ingress really nicely. Drop down some Stormboyz or Deffkoptas the round you Waaagh if you're going second, and you not only give them the invuln for safety but you also have a much easier advance and charge move set up once it goes to your turn.
One of the people who did very well at SLC Open with Orkz had Defkoptas as some "anti-Aeldari/anti-castle" tech, along with a bunch of bikes and bike nobz and bosses that would be used to follow up. Or rapid ingress koptas to screen out positioning or lines of movement for the opponent to keep stuck in place until the rest of the army came in and gits a gud krumpin in
I am very excited to try using RI on a Crisis team led by Farsight (with Exemplar Enhancement) in future for a squad of Fusion Suits. If you're going second, being able to RI on your opponents turn out of line of sight of your target, then on your turn leap 10" into 6" range, unload a heap of Fusion shots close enough to get Melta 2 with Sustained Hits 2 from an allied unit spotting so hitting on 3s, then Farsight bumping that 5+ on a T10+ vehicle to a 4+ with AP-4 attacks could be disgustingly mean, and then being able to Strike and Fade if you have the CP to get back 10" into cover could be a monstrous combo. Honestly I really wish the other weapons Crisis Suits could take were more useful since CIBs are pretty much almost always best in slot annoyingly, but this is definitely the best combo I've found with Fusion weapons.
Rapid ingress 10 flash gitz with badrukk. Overwatch is NUTS, especially with lethals and sustained, full re rolls. Then blast something else off on your turn
Kayvaan shrike wantd to have a word. Him +10 van vets with inferno pistols. Completely untargetable outside of 12", so youve got the best pick of where he goes so they cant be targetted You move 12, shoot with inferno pistols for d6+2 damage And then charge for lethal hits.
I rapid ingress two blocks of crisis suits with my stealth suits on the flanks, almost behid enemy lines. Let's say that my oponent was not too happy about it.
I enjoy using Rapid Ingress with a Drop pod in turn 1 if I'm going second. I play wolves and usually have it loaded with Ragnar, 6 Bladeguard, and a Primaris LT. Best case scenario is I am able to drop it behind cover or out of LOS on a flank. Since the movement phase is already done for the opponent it usually skews their turn 1 plan and forces them to react. I also don't worry too much if its placed outside of 12 inches for the next turn charge target as Ragnar allows his unit advance and charge. My local play area doesn't see a lot of drop pod use so it tends to go under the radar for it being able to come in turn 1. It can be risky but with the 4++ on the bladeguard there are usually enough of them sticking around into turn 2 if shot at to still be effective.
Well, must say I´m surprised because this stratagem has been used in all my games, so I assumed everyone was abusing it. I guess it depends on the army you play. For me, playing Sisters and Tyranids, it was a no-brainer. With sisters you rapid ingress Morvenn with a unit of paragons and they end up shooting at melta range and then charging another unit, full rerolls, being by far the most destructive option in the index. For Tyranids it was even easier, with lictors, mawlocs, trygons and other deep strike monsters being extremely disruptive to your opponent´s plans if they appear in their own turn. As I said, I guess it depends on the army. It was a good idea to comment on a specific stratagem! Will wait for the next one, maybe then it will be one I am not familiar with! :D
pre nerf I liked to ingress a few wardens or Allarus to go hunt in the backline, tanks really react not very well when pincered; haven't had the chance to try that after the balance update.
Post-Dataslate Allarus got better relatively internally for the Index, and the unit size changes for deepstriking Wardens or Guard was usually where they adapted them to just to allow flexibility of finding places to land
I got a rules question. So here is the situation. I have a vehicle where half of it is completely hidden behind a rock. My opponent has a gun that can draw line-of-sight to a part of the vehicle that is not hidden. The gun is only in range to hit the part that is completely covered and not in line-of-site. My question is can my opponent still shoot the vehicle. My opponent said he could become he was in-line-of-sight and in range (even though the part that was in range was not visible). I was thinking he could not shoot because his gun could not reach the visible part. If you have any questions please feel free to ask, I appreciate any answers.
If you can do it to multiple units, I would be tempted to use it with 2 Baal predators. One with the flamers and one with all the guns. You could decimate an infantry line, and with the turret flame thrower, even heavy infantry would be at high risk. It would punch a hole in a guard or 'nid or ork hoard. Follow that up with a close combat unit and youve now opened a hole to the heart of the army, or to a high value target.
Dropped a squad of terminators near a squad of lych guard and an overlord, wiped them in 1 turn with the new terminator captain dealing huge amounts of melee damage
I use it for my ademch robots to get them across the board since they walk 6" and can't advance and shoot and tyranids lictors because it's free for them
Before they changed the free cp rules to battle tactic only i used rapid ingress for 1cp and then rites of battle to drop my 2 terminators bricks one lead by arjac and capt in term armor the other by Logan grimnar
Can a captain use rites of battle to rapid ingress its squad for free? I haven’t found any clarity on it and his ability doesn’t state he needs to be on battlefield like some of the others do.
Yup, Lelith/Wyches in a Raider for Drukhari love this, but the table setup of course and the enemy screening play a big part. No point coming down to get shot :)
The change to the captains free strat has hurt how I use this, as I used to get 2 units down at once, but oh well. Still, I'm going to be using this with The Lion. He can deepstrike 12.1" away, within 3" of a DA infantry unit and be safe from shooting and charging, then move 8" and have a 4" charge the following turn. Beautiful.
Rapid Ingress can even be useful for shooting armies. I play Guard, and my mechanized infantry (current best option is probably Catachans in Tauroxes, though Kasrkin are a spicier option) are able to threaten home objectives pretty effectively with the strat. Normally, they tend to get bogged down in the midfield, but unless the opponent can screen very effectively, it's not hard to sneak in a single transport within a single move's worth of their home objective, but out of sight of most of their anti-tank. Then, one can rush up the board and claim their objective with a 20 OC bomb. I've pulled this maneuver off a couple of times, and it's been meaningful each time. I even got it to work with a foot squad of Death Korps once, and it won me the game. I hadn't considered using Armiger Warglaives for the purpose, though. My Guard could probably meaningfully benefit from them; it's a lot harder to blast one of them off a point than it is to deal with Catachans.
I do this to cover a squishy unit with my Deathwing Command Squad Terminators. Usually with melee, because they get a free use of Heroic Intervention in case my opponent tries to just charge the unit wanted to kill.
Not a tournament player but I find it really amusing just to wind people up. I still remember my friend's look of faux-disgust and him saying "do you mind?"
I'm so confused. Can't you already drop 9"+ away from enemy models if you have deep strike on a unit after 1st turn? So what would be the benefit of rapid ingress being used for a deepstrike after an enemy movement? You still have to wait till your turn to do anything, why not just deepstrike like normal during the movement phase of your next turn? Or does rapid ingress make it your turn suddenly for that unit?
The point is that you Rapid Ingress the unit somewhere safe but close to the enemy; then you get to move it in your turn before shooting/charging. This means that you are likely to be looking at a very short charge that is almost guaranteed, rather than a 9" charge which is only about 50/50 even with a command point re-roll (which might now be 2CP for you if your opponent has made that more expensive with e.g. a Callidus assassin). It makes deep strike melee units in particular far, far more reliable.
The Shamblerot enhancement for Death Guard really makes Rapid Ingress shine. The enemy have an 11" charge on their turn, then after a 5" move, it's a 4" charge for the Death Guard terminators.
When it was my Grey Knights v World Eaters, when my opponent deep strike their terminators, I rapid ingress my dreadknight just outside of charge range. My advance and charge made short work of the heretics. It’s great when you want to counter your opponent’s deep strike.
Also this is really good content - more vids like this please!!! +++++ (as well as all your other amazing content lol - you don't need to sleep right?)
Not something I've tried but could also be used to mess with enemy charges right? i.e. if you see in the movement phase that your opponent is setting up a charge on a high value unit, you could plonk a cheap/tanky unit in the way to physically block it. Though due to the 9inch exclusion zone I guess an enemy close enough to reliably charge your unit is probably too close to deploy anything in the way anyway.
As a Death Guard Player this was basically the only way I won games before the dataslate. Deathshroud and a Lord or sorcerer taking over a point with pure beef.
My chaos army right now actually does stuff similar to this. Going first or second, we Rapid Ingress Abaddon and 10 Terminators somewhere on the board they can't be shot so easily and then get off easy shootin/melee
Works great with planes assuming you can keep them safe. Rapid Ingress into your own deployment pointing in the way you want, your turn move up and assassinate any lone ops character/ squishy targets/ artillery your opponent has been trying to hide
The Hexmark destroyer or "Glocktopuss" used to have a strat like this that allowed him to deploy in the opponents movement phase and shoot. It was an underutilized sleeper power house that could beat armies like blood angels on its own by messing up their deep strike charges. This strat is clearly insane