Five objectives were laid out and can be seen above - on top of the landing pad, between the two wrecked ship bits to its right, in the crater above it, in the yellow woods at middle left, and in the yellow woods at centre top right. Control of each was worth three VPs with one VP awarded for "first blood" and killing the other player's Warlord. We rolled for Warlord Traits before the game and I got lucky scoring a "6" on "Strategic Traits" - my Daemon Prince counts as a scoring unit. This would come in handy later...
Fex charges the marines and wins combat, but thank goodness for Toughness 5 - the Marines can make Feel No Pain rolls and a couple succeed. More importantly, the change to the Fearless special rule (discussed below) means that the Marines no longer take "overkill" wounds for losing combat. Summoned Daemons are to lower left of the crater moving on the objective just out of shot.
Vindicator was almost forgotten about, lobbing shells from underneath the landing pad! Deviation was our friend this night as one of the large templates deviated right on top of the Warrior brood, killing 3 of them and ending the unit as a credible threat.
|OM NOM NOM NOM|
The final score in the game was Marines: 10 VPs (three objectives plus Warlord kill); Tyranids: 4 VPs (one objective plus first blood). I enjoyed the game but credit good luck for no small measure of the win. The favorable template deviation onto the warrior squad made a real difference in the outcome, I think.
The one rule change that I liked a lot is the change in how "Fearless" works. Veterans will recall that in 5th, if a Fearless unit lost combat it didn't check Morale, but took a number of excess wounds equal to the loss margin of combat. "Hey Phil, we lost combat. Do we run?" "No, we're Fearless, we're awesome!" "Oh wait a minute, we lost by three so three more of us die" "WTF????"
In 6th, there's no more of that. Fearless units never check Morale, take Fear checks or get Pinned. However, they cannot Go to Ground (for an improved cover save) or take advantage of the new rule that allows units trapped in combat with an opponent they cannot hurt (like a Dreadnought or Wraithlord) to voluntarily leave close combat. All in all I think it's a decent tradeoff.