First 11th-ish game
Hey, just out of a sorta-11th game and thought people would be interested in how it went.
Sorta-11th as we didn't have dispositions yet so was just classic take and hold with current detachments.
I'll do my main takeaways up top, quick batrep below:
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anyone saying it's a melee edition lied to you. The maps now very open and without safety Ls and with tanks being able to toe in any fast gunline will mulch you. Obviously new missions change things for scoring but it's gonna be very hard to keep things that ain't wardens or raiders alive on points.
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new cover helps and hinders. The poor russes hitting on 5s without orders were tragic. On the flip side land raiders suddenly can't pop smoke and just survive anymore. Ap1 shooting really hurts us now too.
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new cover makes lions great. Did feel like I was at a serious shooting advantage where the army was effectively ignores cover. The allarus squad just took chunks out of things, even bolters in lions pushing russes to 3s was good.
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screening home now is a nightmare. We only played hammer but with how light terrain is now you'll need stuff that can survive on home. 2 allarus is probably where id start but a navigatorb(DS denial) Artemis (stand up) or just grav tanks/helverins to screen may be needed. 4 prosecutors in a corner won't cut it.
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new fights phase/overrun rewards dumb plays; ensuring you have a safe positive charge and a dumb "if it works it's a problem for them" charge is great. Just yolo that roll. If it's a 10 cool, go tag their home, if it's a 4? That's ok go punch something nearby. If you get that yolo charge into a screen you can then overrun to slingshot a unit past it.
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new heroics great: it lets the threat range for a bike cap get pretty silly. If they dare getting near you: being able to heroic>consolidate>move with their ability is a huge range of nonsense. It's even more important as surviving on primary is now a nightmare. So moving onto a point in their turn, then scoring and running away is vital.
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trajans ability now isn't useless, valerians is better.
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being ld6 does still suck for battleshock.
Gut feeling is gravs and wardens will still be the flavour of the day to start, guard in buses will still be great but cover and battleshock changes hurts that build. New terrain is very permissive to vehicles so raiders and grav tanks will love it.
Provided host,solar or lions is 2dp I think that new sos detach might be good. Advance and actions gonna be great when primary is gonna be hard: so you'll want better secondary tools.
New hammer an anvil map. Versus grizzled guard: 3 kasrkin 2 chimera, 2 scion blobs, rdtc, 3 Russ, 2 engineers, ghosts,horses. I was running lions: bike cap (adamontis)+2 bikes, aleya, 4 of each sos, guard+draxus,wardens+valerian, 5 termis, 2 raiders. Neither list was super optimized, just trying to get a feel for the new maps.
T1 guard first: aggressive: I forgot how dumb karkin were and they got in my dz. Hosed down 2 bikes. Dorn and rus drew los on a raider and chipped a bit off. In return I moved a raider up and wounded the dorn and popped the kasrkin and chimera with the bike cap. Left prosecutors and ws on home. Aleya yolo'd into some engineers in the middle.then got cocky with a consolation and lost vigilators to a random power sword guardsman.
T2: scions in my dz, dorn in the middle, popped a raider. Horses whiffed into the other raider. Ingressed the allarus, popped a dorn, wardens got onto his expansion and popped the other kasrkin, draxus 1-shotted both scion squads.
T3: he killed the bike cap, russes completely failed to kill termis. Karskin failed to kill the wardens. Got my termis into his dz and we called it
Posted Jun 8, 2026, 10:21 PM UTC