Right, so today me and my friends decided to do a test of the new rules the only way we really could - FIGHT!
There were 4 of us, split into 2 teams. 1000 points per player, so 2000 overall. Allies were done per individual army - the teams people were on had no relation to the chart. The following lists (save mine) are approximate, as I do not have the other people's lists on hand and don't want to go too detailed anyway.
Team SPESS MEHREENS
My Blood Angels/Tau alliance:
1 Reclusiarch (Warlord, with trait that allowed him and friendlies within 12" to run using 2 dice and picking the highest)
5 Death Company (2 power weapons, 1 hand flamer, 1 thunder hammer)
1 Land Raider Redeemer (multimelta)
Full Tactical Squad (missile launcher/flamer) split into 2 combat squads - 1 with sgt and flamer, 1 with missile
Shas'o battlesuit commander with airbust gun, missile pod, shield generator, targeting array
12 Tau Fire Warriors, with shas'ui with markerlight
Ally's Space Wolves
Wolf Lord with terminator armour, special axe weapon, saga/upgrade that allows Terminators as troops (Warlord, with trait that made him scoring) (Note: I now know this to be Logan Grimnar)
Njal the Stormcaller (often referred to as "Nigel" in the game)
5 Assault Terminators (roughly equal spread of lightning claws and stormhammers)
5 Terminators, 1 assault cannon
Team ALIENS
Tyranids:
Tyranid Prime (Warlord, with trait that gave everyone Move Through Cover for ruins, uselessly - and Stealth (ruins), less uselessly)
2x Carnifex (with Scything Talons, I believe)
3x 20 Hormogaunts
Necrons:
Nemesor Zahndrekh (Warlord, can't remember the trait - was never used)
10 Immortals
15 Warriors with Cryptek
Doomsday Ark
Annihilation Barge
2 Heavy Destroyers
The Scouring was the mission we ended up rolling, which meant we had to place 6 Mysterious Objectives at various points around the board (6" from table edge, 12" from another objective). Also, first turn had Night Fighting. As for deployment type, we rolled Hammer and Anvil, where everyone set up on the short table edges and there was 24" between each army. Then, we set up the terrain after rolling to see what "terrain density" there was - we rolled high enough on a D3 that we could basically use all our terrain.
Following is the requisite map:
- The numbers are the objectives and how many Victory Points they are worth (detailed in mission rules).
- The boxes are buildings.
From top-left, the aliens:
- The Crons in the upper left are Nemesor and his Immortals (and the Annihilation Barge some way in front, which I sadly forgot to add to the map).
- The Crons in the back-centre are the Warriors - the Nid behind them is the Prime.
- The Nids in the topmost building are Hormogaunts and a Fex
- The Nids shortly below that are Hormogaunts.
- The Nids shortly below THAT are Hormogaunts and another Fex.
- The Necrons behind THOSE are a pair of Heavy Destroyers.
- The Necron on the bottom-left hill is the Doomsday Ark.
From top-right, the Marines:
- The topmost Marines are the sergeant's combat squad.
- The Space Wolves in front of the building are Njal's Terminators (spread out just within the deployment zone).
- The Tau behind them are Fire Warriors.
- The Space Marine in between the two buildings is the Land Raider, containing the Reclusiarch and DCs.
- The Wolves in front of the triangle building are the Warlord's Terminators.
- The Marines on the building are the combat squad with the missile launcher.
- The Tau behind them is the Shas'o.
Right! We got the first turn, so here we go:
Turn 1
The turn started favourably - my Tau Fire Warriors discovered that their Mysterious Objective was, in fact, a Targeting Relay, which would allow them to re-roll failed To Hit rolls of 1 when shooting. The perfect thing for them! Anyway, we commenced moving - my Land Raider moved behind the triangle building, making sure to stay out of sight of the Doomsday Ark and its intimidatingly huge cannon. My Shas'o hopped over the triangle building and into range of the frontmost Hormogaunts, determined to claim first blood and show those nasty Space Marines who's boss. The Space Wolves didn't much care and moved forward themselves - Njal and his termies moved towards the two-part building in the centre, and the Warlord's squad moved annoyingly out in front of my Shas'o. Sadly, I forgot to move the Sergeant's combat squad - though this would later prove fortuitous.
We then commenced the shooting phase, during which Night Fighting proved what a bitch it could truly be. My Shas'o scored 2 direct hits and wounds on the Hormogaunts - only for them to both pass the 5+ cover saves granted by being so far away in night time. It was a similar story for my Missile Launcher against the Carnifex they could see, and the Tau shooting at the Hormos in the building (who actually had a 2+ save due to the combination of multiple cumulative cover save bonuses). The Space Wolves, not concerned with something so unmanly as shooting, ran - Njal's squad ran into the centre building and got within 3" of the objective, revealing it to be a Scatterfield, giving them +1 to their cover save while they controlled it. The Warlord's men moved into the building below that one. This was our turn over already - I was worried, as we had managed to avoid inflicting even a single casualty. (If any Space Wolf players are wondering what Njal's stormcaller thing did this turn, I can't remember - it can't have been significant.) Oh, and the Sergeant's squad moved forward by running, to make up for forgetting to properly move.
So, on to the filthy Alien turn! The bastards proceeded to reveal their dastardly plan with the Hormogaunts - now that Rage was a good thing (granting +2 attacks on the charge instead of the usual +1, and without any of the bad effects from the last ed) the Tyranid Prime, the only Synapse creature in the army, had cunningly kept back out of Synapse range. If the Hormos failed their leadership test, they'd all get Rage and be transformed into raging deathlunatics - as they only had a leadership of 5, what could go wrong?
Well, "what" did indeed go wrong, and every one of the Hormogaunts hilariously managed to pass their leadership tests and avoid hulking out. This must have felt very enlightening for them, but it was irritating for the Tyranid player as they were now not very good. Still, no matter - the Nid army surged forward towards the waiting Space Wolves, who doubtless began to wish they hadn't been quite so eager to advance forwards (except the topmost Fex, which moved into the nearby objective building and revealed it to be sabotaged, meaning anything on the same level as it would take a strength 4 hit - understandably, the Fex avoided it, sitting on the level below). The Necrons bided their time, fine to simply let the Tyranids make fools of themselves while they plotted and schemed - except the Annihilation Barge, which moved forward and took out 2 of the Sergeant's 5 men with its super-powerful lightning dispenser.
Make fools of themselves they did - of the 3 Hormogaunt squads, only 2 of them managed to make the charge distance (since, as I'm sure you know, the new rules mean charging is rolling 2D6 and adding up the result). One of them charged Nja'ls squad, and one charged the Wolf Lord's - and both had their asses thoroughly whooped, proving that Assault Terminators are just as badass as they've always been. It didn't go all their way, though - Njal lost a wound to a stray talon, and two of the Wolf Lord's squad died while he lost a wound. When all was said and done, 2 surviving hormogaunts were running away from the Lord, and 6 from Njal - a solid victory!
Turn 2
Rather enraged by the loss of some men, the Wolf Lord's termies (helped by their consolidation) moved toward the Carnifex that had been just behind the Hormogaunts, but unable to get into close combat. Njal and his termies stayed right where they were, on the objective they were busily claiming for the Emperor (or possibly Great Wolf - not that well-versed on Space Wolf mythology). The Shas'o moved forwards - there was a hole in the centre building, through which he could see most of the Hormogaunt brood that didn't get into close combat. Oh, and this time, I finally got round to moving my Sergeant's combat squad. The Land Raider indecisively went back the way it had came for a bit, before following the Shas'o through the corridor between buildings.
The shooting, this turn, was much more decisive - Night Fighting was ovah, meaning I finally got to actually do something. First of all, the Fire Warriors set their sights on the Hormogaunts and let rip, killing 5 despite horrendously unlucky Wound rolls (about 6 1s were rolled). The Shas'o then proceeded to murderize 6 more - 5 with his awesome large-blast Airbust gun, and another one with his Missile Pod. The Land Raider managed to hit with a snap-fire Melta and, less impressively, the normal Machine Spirit-ed Assault Cannon against the Hormogaunts that had failed against Njal - reducing them to just 3 models. Njal himself used some magic AoF storm spell thingy to kill off the 2 hormogaunts left from the Lord's combat - first blood (and thus, a Victory Point) to us! Less excitingly, the Sergeant's combat squad ran, getting closer to the nearby objective-building.
Then, charging happened. The Wolf Lord's Terminators charged into the Carnifex and laid into it with much fury, killing it in short order - but not before another Termie died, and the Wolf Lord sustained another wound (bringing him down to 3, because he's ridiculously hard to kill).
The aliens were rather on the back foot now, but still had a few tricks up their sleeves. The Necron Warriors and Tyranid Prime moved towards the bottom of the board, remaining in their deployment zone and anticipating what the Wolf Lord would do next turn. The Annihilation Barge moved forward a bit more, and perhaps most worryingly, the Carnifex jumped lightly down from its perch and made for the Land Raider. Uh oh. Also, the Hormogaunts my Shas'o had shot at made for the Shas'o, coming alarmingly close.
The shooting marked a bit of a fight-back on the part of the aliens - the Doomsday Ark made its presence felt by killing 3 of my Missile Combat Squad, including the Missile Launcher as models now must be removed from the front. The Annihilation Barge killed 2 of my poor Fire Warriors with its lightning dispenser, the Destroyers killed another of the Wolf Lord's termies and that was it.
Come the dreaded Assault Phase, the Carnifex charged into the Land Raider and promptly made three Smash Attacks. The upshot of this was the removal of 2 Hull Points and the Raider being Shaken and Stunned - a lucky result, and yet still half-killing the Land Raider. This was thankfully all, as Njal's stormcaller had resulted in a hurricane that made the board within 24" difficult terrain for all enemy units, which foiled the Hormogaunts threatening my Shas'o - and the Fex was left in a vulnerable position for the following turn.
Turn 3
Time to reassert our dominance! The Wolf Lord advanced onwards into (hopeful) charge range of the vulnerable Doomsday Ark, and 5 enraged Death Company fell out of the Land Raider's hatch (and a Reclusiarch), ready to give the annoying Fex what for. The spooked Shas'o moved far away from the encroaching Hormogaunts and brought his guns to bear, while the Sergeant's combat squad moved towards the currently exploding objective.
Shooting followed - the Tau Fire Warriors and Death Company fired everything into the Carnifex, only for it all to bounce off the monster's thick hide. The Land Raider fared better, using its Machine Spirit to fire the Melta - removing a wound. The two Space Marines left in the now Missile-less combat squad also managed to luckily wound the thing, bringing it down to 3. Meanwhile, the Shas'o killed 8 more Hormogaunts with his combined weapons, bringing them down to about 3 and causing them to run the fuck away from the scary machine thing. Njal used another magic storm spell thingy to pulverise the Annihilation Barge into little bits, and the Sergeant's squad crucially used the Reclusiarch's warlord trait to run fast into the objective building (staying a level below the explosive objective itself) and then the Assault Phase began.
The Wolf Lord and his one remaining friend charged into the Doomsday Ark and made it asplode (which harmed nobody). The Death Company then tore the Carnifex several new ones with their power swords - AP3 may be a nerf, but it still got past the Fex's chitin pretty convincingly. The Shas'o used his Jetpack move to follow the retreating Hormogaunts - an ill-advised move, as it would turn out.
The Aliens were decreasing in number by the minute, but they weren't even close to done yet. The Necron Warriors moved into Rapid Fire range of the triumphant Lord and his Terminator friend (the Destroyers nearby moved into the bottommost objective, which turned out to be a Skyfire Nexus - no effect on our flyer-less battle). The Tyranid Prime moved into synapse range of the final four Hormogaunts, insta-rallying them and sending them off towards the Shas'o (who undoubtedly began to shit himself as he realised his folly - he was in easy charge range of them now). Nemesor and his Immortals moved back onto the Hill objective, which was revealed to be another Scatterfield. Then they started to shoot.
They weren't actually so bad - they killed one of the Sergeant's marines with their mini-lightning-dispensers. It was at the other end of the board where things got ugly - the Necron Warriors all managed to kill the Wolf Lord's final friend and bring him down to 2 wounds, whereupon the Heavy Destroyers finished him off with cool professionalism. This gave the Alien players a Victory Point for slaying a Warlord (easily the hardest one on the board, as well) - combined with their high-value objectives, and they were doing pretty damn well, despite their huge losses.
The Assault phase even managed to be worrying - the four Hormogaunts charged into the Shas'o and brought him down to 1 wound (from a ridiculous 4). However, he then proceeded to give me my personal golden moment of the game by instantly bludgeoning each of them to death - the Tau aren't meant to be that good at close combat, damn it! It also took him up to a total of 18 killed Hormogaunts, almost 1/3rd of all the Hormogaunts on the table and 180 points, all by his lonesome. What a fucking badass.
Turn 4
Oh, yeah, we kinda had problems now, what with half of the Space Wolf army now being dead and most of my units operating at much reduced capacity. With Njal, our most powerful unit, sitting on the valuable objective, it appeared our only hope was the Death Company - who relied on a near-dead Land Raider for transportation. Still, they got back in it (it could now operate) and it moved forward fast, in the direction of the 'Crons. The Shas'o jumped out of the way, onto the nearby building (surviving the Dangerous Terrain test with ease) and the pair of them fired at the last remaining Tyranid model, the Prime. They killed it quite succinctly, both contributing, giving us our own Slay The Warlord VP - and completely wiping away the Tyranids at last, leaving only a Necron army at nearly full strength to contend with.
For once, our own assault phase was non-existent, with nothing nearby. With that, it was directly onto the Necrons, who had just finished cackling at their hapless Tyranid pawns and were now actually doing stuff of their own. Unfortunately for them, they didn't manage much - the Destroyers fired at the Shas'o, only to be foiled by his Shield Generator (I KNEW it would be a good investment!). The Necron Warriors fired at the Land Raider, but rolled no 6s - thank the Emperor. Nemesor didn't even bother to do anything (apparently forgetting about the Sergeant on the valuable asploding objective - or else firing at them but failing to do anything, I can't actually remember). So the 'Crons left us mercifully untouched this turn.
Turn 5
The paranoid Land Raider moved quickly through the corridor and behind the building once occupied by Hormogaunts. Meanwhile, the Shas'o moved out to fill the gap, prepared to fire at the Necron Warriors. That was the only movement. Shooting proved uneventful - the Shas'o either missed or failed to wound, while the only two crons the Land Raider killed got back up at the end of the phase. The only important thing to happen was Njal's squad killing the marauding Destroyers with some well-aimed Assault Cannon/psychic lightning shots.
The 'Cron turn made up for this, however - the Warriors managed to glance the 2 remaining Hull Points from the Land Raider, wrecking it and forcing the Death Company into an emergency disembarkation. They went as close as they could manage to the Warriors - all was luck now.
Turn 6
The Death Company swiftly moved towards the Warriors on the final objective, but they still weren't as close as I should have liked - all fell on the unfamiliar charge roll. The didn't fire, not wanting to jeopardize their chances of getting into combat.
All eyes fell upon the charge dice, and they rolled up just enough to get into combat - but wait! Overwatch! The two Death Company without Power Weapons (whom I had finally learned to place at the front, them being less valuable) suddenly and unexpectedly found themselves dissolving into an ethereal green mist. Fortunately, they were still in combat, and the honourable Reclusiarch proceeded to challenge the fell Cryptek to a duel. After some deliberation, he accepted, and they began to fight - indecisively, as it turned out, which was disappointing. The rest of the Death Company were much less disappointing, and killed all but 2 of the Warriors, causing them to run and be caught. We couldn't figure out what to do with the ongoing duel, but as the Cryptek by himself wasn't a troops choice, it didn't matter - the Death Company had lived up to their weighty expectations and managed to heroically deprive the Necrons of a valuable 3-VP objective, giving us a decisive victory over the metal bastards. Nemesor let loose a mechanical imitation of a sigh and slunk off the battlefield to plot anew, the Hive Mind raged on Warp-internet forums and the Space Marines (and Tau, presumably) proceeded to have a lovely battle celebration that most certainly did not involve heavy drinking and/or weed smoking (well, it might have for the Space Wolves, I guess).
Belated edit with victory point totals:
My team: 3 for minor objectives (First Blood, Slay the Warlord, Linebreaker), 6 for major objectives (the Tau in my deployment zone, Njal in the central building, the Sergeant's combat squad in the topmost building). Total: 9.
Other team: 1 for minor objectives (Slay the Warlord), 4 for major objectives (Nemesor on the top-left hill). Total: 5.
Conclusion
The new rules are great fun. They don't seem imbalanced, and while there are some nerfs (vehicles fighting Necrons may as well be made out of paper) these can be overcome with a few adjustments to strategy/tactics. We didn't use the psychic rules much, as Njal had his own set of powers - perhaps we'll tackle that next game. The charge range rules take a bit of getting used to, as do the new rules for removing models being shot at - but I'm sure I'll adapt.
The morals of the story?
-You can't always rely on Hormogaunts to be stupid
-You also can't always rely on Wolf Lords to be indestructible
-Shas'o commanders are fucking badass mofos.
EDIT: Yeah, this now appears to be the official unofficial battle report thread for 6th ed, so post your batreps in here.








