There are many posts describing specific units and tactics -- this post will be to describe the missions, and how they effect the overall strategy of how we play.
Primary Objective Missions
1/2 of the missions are objective based missions. One mission is based upon the relic (a moving objective), 1/6 of the missions are based upon KPs, and one mission is roll die and tie. This is different from the last edition where 1/3 of the missions were multiple objective missions, 1/3 KP missions, and 1/3 two objectives, also called "roll dice and tie"
This has a significant impact on what armies you want to bring in order to do well.
MSU Spam
Multiple small troop units have a considerable advantage in this format. Since each unit can only hold one objective, having multiple units is extremely important to the success of objective holding/capturing.
MSU spam also is slightly better since multi-assaulting is less effective. Since you can regroup at 25% now, having 5 models means you can still regroup until you have 1 model left -- which means that xenos armies can do MSU better as well.
Transports for MSU spam are not as good as before - but they still protect your MSU for another turn of shooting. This means that using a cheap transport is still a good idea.
Since you cannot be in a transport when the game ends to claim an objective, you need to be able to survive standing outside the objective. This hurts some xenos armies, but it not critical. Even 5 dire avengers can go to ground in ruins for a good cover save.
Fearless Horde
A counter to the MSU spam would be fearless/stubborn horde spam. Take horde orks, for example. They can take 5 blocks of 30 shoota boys each. Utilizing these, you can blob over objectives. Even with diminished cover saves, it takes a long time to shoot out 30 boys, and now that you no longer take fearless wounds in combat, every boy will need to be killed in assault.
While shoota boys do this very well, it can also be done with horde foot IG. IG will need to bring multiple commissars per blob in order to ensure that one does not get pegged by a lucky sniper shot.
Fast and Heavy
These two force org types now give up extra VPs on two of the missions. If you bring these units, its best to make sure they are tough as nails, or your giving up easy VPs to the other player. Basically while long fangs are great -- they can be easy to kill and thus give up free VPs. Another example would be 1 or 2 MM attack bikes -- your giving up easy possible VPs. If instead you can take a elite, HQ or troop unit to do the same role, your better off.
40k Football
The relic 'football' is best moved by bikes. The relic can move 6" in the movement phase and another 6" in the shooting phase by going turbo-boosting (which is not a run). I expect this to be FAQ'ed, but for now bikes are the designated ball carrier.
By handing off, you can increase the speed of your relic delivery slightly as well. Since the second bike is positioned with the front of the model facing your board edge, when it turbo-boosts 6" with the relic it gains extra distance equal to the length of your model base. In the case of an eldar jetbike, this is just shy of an extra 3" distance with your 'football'.
The end result is being able to move the 'football' just shy of 15" a turn with bikes. The end result is an extremely fast moving 'football' that you hide from your opponent.
Another strategy with the game is to go with a linebacker unit that can sit with the 'football' the entire game. An example would be 10 scoring paladins teleporting onto the football with the goal to just camp it. Deathwing terminators are another example.
If you hold the relic, then the rest of the game is about getting at least one secondary to ensure you win. Since you only need to score 1 of them, it should be fairly easy to do.
Secondary Objectives
These 3 objectives are an added bonus for most missions. During The Emperor's Will (roll dice and tie), these objectives are the key to winning the game. This is because its very easy to tie on that mission with both objectives contested.
For 'Slay the Warlord' and 'First Blood', it is assumed that you have some shooting in your army to complete this objective -- and those discussions will be about how to deny that objective from your opponent.
In the case of 'Linebreaker', denying your opponent is very difficult due to the size of your board edge. Instead, the focus will be on how to gain it yourself.
Slay the Warlord
Some warlords are easy to kill. Examples would be Mephiston or a Hive Tyrant. The reason for this is that they cannot join units! Other warlords, like Eldrad in a squad of fortuned harlequins taking a 2+ cover save
In order to take advantage of this secondary objective, make your warlord as hard to kill as possible. For example, if your a 'nid player taking 2 flying hive tyrants is basically giving up this VP every game. Instead take a tyranid prime and stick him with 30 termigants and use him as your warlord.
First Blood
In this secondary objective, starting with small units or weak vehicles on the board are major drawbacks. For example, a single typhoon land speeder is a poor choice in your army for securing this objective - as your giving up an easy KP though offering a single AV 10 vehicle. Another example would be a DE raider, which can be destroyed very quickly.
If you are not going first, then its critical that you reserve these units. Start on the board with hard to shift units (like two blocks of 20 DE warriors) and keep your raiders off the board.
Linebreaker
Grabbing this secondary objective requires the same tools as objective grabbing/contesting, so it should be fairly easy to get. A squad of bikes can do this easily, or an outflanking squad. A hopping necron squad also can complete this.
No matter how you do it, so long as you have at least one tool to grab this objective in your list you are good.
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