Kyrt wrote:
So what I still don't understand is how you actually play this. I can't see how your interpretation makes it possible to delay coming onto the board until turn 2, but surely you don't force them to come in on turn 1? So do you say that formations in the webway are exempt from the "all formations must activate" rule, or that you can give them hold actions but only after on-table formations have activated? Do you also ban aircraft from taking a "stand down" order in the same way?
They are effectively exempt from the "all formations must activate" rule.
Basically, the "reserves" system was not well-developed in the original rules. The Teleport and Aerospace rules are the only place it is discussed in the main rules and neither gives any appreciable detail. The greatest detail is in the GT scenario deployment rules, which focuses on that particular scenario, and it still only gives modest guidance on how different reserves are deployed and can enter play. So, we've had to
ad hoc some general "core" rules for reserves beyond the scenario-specific deployment rules.
In the original core rules, ground units could either activate, in which case they must activate, or it was obvious they could not. It's intuitive that the "must activate" rule shouldn't apply in those cases where they cannot. I can't recall off the top of my head any example of someone asking if a Teleporter or Planetfaller could burn their activation to stall while off-board. Nor has anyone ever asked if any of the "escalating engagement" kinds of scenarios allow you to use off-board reserves to stall for activations. The only formations with an option to enter play were aircraft, and they have a completely separate activation and deployment scheme than ground units.
The FAQ clarifications/expansions on reserve rules stick with a few concepts:
- Formations off-board "don't count" for most purposes.
- Formations off-board should come on board if they activate.
- Conversely, formations remaining off-board should not activate unless they are coming on board (or at least attempting to do so).
The first is important because there is an overall concept in the game that the on-board/off-board distinction determines whether a unit can affect play. A Supreme Commander off-board cannot use their special ability unless it's with their own formation with the specific purpose of entering play. Off-board units don't count for things like Break Their Spirit determinations. Something like the Necron phase out rule is a special case that explicitly states off-board units count as destroyed.
The last two are driven by a couple factors. A formation which remains invulnerable until it can choose an advantageous time to come on-board is already very strategically flexible. Especially in the early game, the ability to stall, force the opponent to act and then react is quite potent as well. Allowing a single formation both abilities is something that most people feel is unfair. Again, it violates the idea that you're either on-board or not and gives most of the best of both worlds - off-board invulnerability with on-board strategic flexibility.
So, the ruling was you don't have to bring a webway reserve into play unless you want to (the player should have control over their forces, mostly, and it would defeat the concept and implied intent of reserves if you had to enter) but you could not use the formation for tactical advantage until you brought them on.