Had my first game of 6th edition last night using my Lion Guard Assault marine army Vs an Ultramarine mostly on foot army.
Points to note:
- Only half your army can be in reserve unless they're units that always start in deep strike (like demons or drop pods)
- Bonus to reserve rules mean that descent of angels is now even more awesome. That's an 8/9 chance to deep strike 2nd turn instead of 3/4
- Shooting rules mean that mobile units with guns can do some serious damage to units with special weapons/characters.
- Deep striking 30 assault marines to the flank of his army then bolt pistolling down the closest special weapons and knocking out Sgt spared me a lot of return fire.
- As such, positioning your special weapons and Sgts in units is now really, REALLY important but also that there are now some smart ways to position things.
- My 4x Plasma Honour Guard unit is the king of awesome.
- Vehicles are much, much more vulnerable. I lost a Predator to a drop pod tactical squad glancing the rear armour to death.
- Drop pods now deploy disembarked units 6" away, so they're much more versatile.
- Warlord abilities are fun.
- Mephiston is still a complete monster. Since fleet isn't a run move, he gets to use his plasma pistol more often now as well.
- I now get armour saves and also FNP saves against dangerous terrain so my guys are much happier about jumping or deepstriking in unsafe places.
- Hammer of Wrath really powers up jump packs. With 10 free automatic hits, that's equivalent to 20 extra attacks on the charge at I10
- You can only use hammer of Wrath if you haven't used the jump pack in the movement phase, so long range charges are less dangerous.
- Challenges in close combat mean you'll probably be wanting to add some storm shields to sergeants or have decent characters attached to close combat units. If the only guy in the unit doing damage is the one with the Sgt with the powerfist, you want to make sure an enemy character isn't forcing you to accept the duel and get murdered or declining and ending up out of the combat.
- Night Fighting rules are no longer 'how far you can see' instead they are bonuses to cover saves and max range of 36" shooting.
- There' no more 'cannot rally within 6" of the enemy' so Combat tactics has the potential to be useful in this edition.




Firstly autocannons are now very awesome for the glancing rules, though I dont have one Iam definitely considering a maxed autocannon dread. Secondly mech armies really have to rethink their strategies because they really wont work the way they used to, the eldar/DE were largely mech and were beaten back by my relatively poor anti tank. As has been said before positioning is hugely important with being able to kill units front to back. Deep strike is more forgiving now and with refined reserve rules will be a greater part of games i think. Finally I found the rules actually lead to more memorable moments during the game, the greatest of which in mine was having a lone meltagun stormtrooper (cos its a lot easier to stay in the fight with morale) shoot down a raider in front of my tactical squad which had moved but still fired all weapons and killed 9 wyches on board and dealt 1 wound to the haemonculus, who was then dispatched by a snap fired krak missile, priceless
