We played Dawn of War deployment, Emperor's Will mission (aka one major objective per player). The game was lost since the very deployment, since my low experience - in fact, this was the first time I had Deff Dread and Battlewagon in play, and therefore, they didn't do anything - they were wrecked soon by Necron Warriors fire. Defffkoptas proved to be more resilient and later on I had some luck with them - even scoring two 6's in a row and shooting down a Barge with a rokkit, no matter its Quantum Shielding.
|These 'crons are scrap.|
|At least I had beer.|
My overall impression with the new edition was very good though. The game felt much more realistic and epic - for example, while the new wound removal system is very disadvantaging for foot-slogging orks, it feels very atmospheric and forces the player to think about their special weapon positions. Defensive fire is very unpleasant as well, though my Nobz welcomed it (they have used their kombi-skorchas against the ambushers). Snapfire is something that's going to make Lootas even better than they are - why-oh-why do I have the feeling that they will be nerfed in the next codex. Challenges between individual characters are a very interesting addition though that will please many ork players. I love the way Challanges combine 40k-epicness with careful tactics and risk. The reduced cover saves are also something that will not please foot-sloggers; I guess this is weighted by the addition of hull points - everything is going to die more often, it seems.
All in all, there is more risk to all player actions now (thanks to warlord abilities, hull points, random effects and defensive fire) - and, when combined with the allowance of pre-measuring and alliances, I think this will lead to a much more tactical game. Bravo there, Games Workshop!
Anyways, back to finishing my Deff Dread and Typhoon. I hate myself for playing with an unfinished model!