One thing to remember about Codex: Cityfight rules is that it makes assault armies stronger and shooting armies weaker, assuming you are using the rules as written in the Codex.
Virtually everything you shoot at will have a 4+ cover save from the buildings, unless your opponent likes strolling down the middle of open streets. Even if the streets are rubble strewn, you should have a 6+ or 5+ cover save at the least. On top of that, template/blast weapons are even more nerfed in cityfight than they were when V4 came out. (Remember, even if that enemy 'guant squad is packed base to base, you can only hit 1-6 of them with a flamer template.)
Assault armies are, of course, helped by the reduction in effectiveness of the enemy's shooting. Also, when they get into HtH, the zone which determines who gets their full attacks is drastically increased in size, as is the "kill zone." Even if you only get a single model into BtB with an opponent, odds are that the entire squad (or at least most of it) will still get its full attacks.
Another thing to remember is that some of the scenarios in Codex: Cityfight are terribly unbalanced with either the attacker or defender having a ridiculous advantage. If you haven't played many of them, you will figure out which one is which pretty quickly.
As to army selection my suggestion is to go for an assault oriented army that has the capabiliity to move quickly (in case you aren't the defender). The last time I ran the Vogen Campaign, the final battle was between Orks and Dark Eldar.
That's my two cents', but I'm sure others have had different experiences.
Sal
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