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So I had my first stretch of games with my Raven Guard Successor (Charcharadons) using the new AoO detachment rules and missions. Here are some takeaways:

 

Infiltrating forward pregame/turn 1 gives us not only the ability to us "Secure or Sabotage", but also capture and keep primary using the new sticky objectives, you can then pull the infiltrators back and set up as you choose. 

 

Keeping the army in Tactical Doctrine for the whole game after turn 2 gives us access to our Surgical Strikes super doctrine for nearly the entire game. Making it much easier to hit/would a lot of big nasties. This also makes Plasma Incepts all that much better (along with their points drop) the entire game as they are  now an additional -1 AP.

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10 sniper scouts, using adaptive strategy, looks like a good way of pushing some characters onto their invul save, whilst still having +1 to hit and wound against them. With AoC gone, I feel that BF/WWOR successors might have some legs, especially given how cheap terminators, aggressors and assault centurions are now. Anything that can shoot tons of bolter shots and has strong melee will love re-rollings 1s on bolters and exploding 6s in melee, and we can get them where they are needed.

 

Smash or slash captains look viable. Primaris Lt with storm shield is dirt cheap.  VGVs with lightning claws and shields went up... but other variants are cheaper. I think that is net win, just. Landspeeders with MM are cheap now.

 

Finally, Army of Renown: Vanguard Spearhead is still valid. I think, the combination of the loss of AoC - which makes AP-1 weapons meaningful again - and the points drops on infiltrators and incursors, along with reievers and Invictor Tactical Warsuits in particular, make that interesting. I can see the sheer amount of mobile bodies combined with sticky objectives making that at least semi-viable. 

 

I just wish they switched the special war gear and stratagems for infiltrators and incursors around. Makes no sense that the unit that has mines/bombs already (incursors) isn't the one that has access to the saboteur explosive pack etc., and the one that has the "Marksman bolt carbine" isn't the one that gets the Marksman target-tracker and can spend CP to ignore the look out sir! rule :(

Edited by XeonDragon
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