He has some very nicely painted genestealer cult guys. I have my very simply painted necrons (whose bases are decorated nicely, I think). He had my figures, I had more units.
All of his figures had Scout, so he started halfway across the table to begin with, and we had a pretty good amount of cover.
We ended up after four turns, each with one objective (mine was one my sniper had claimed), and two contested ones. We just couldn't kill off each others' guys.
Thoughts and questions:
After all the games of AoF and GF I've played, I didn't remember the defender _must_ move up to close. I've always thought it was _may_. I've usually done it.
In Rout Tests, it talks about half the starting size. Is that units, or models?
Under Shooting, it says you can split between two units with 3" of a single model, defender picks how. Does that mean I can pick a model, say that I include a unit within 3", and have the defender not include the original model? Hmm, on second thought, it says evenly, so half go on each unit, and defender decides which models in each unit are hit. Right?
We forgot the stunned/knocked out rule at first. I didn't really enjoy it when we did remember The fact that it isn't affected by AP seems odd. I guess it is affected by Deadly.
Maybe I'd be more interested in this rule when we are playing a campaign?
Splitting Attacks - I guess it's not specifically stated but the original unit must take at least 1 hit. So if you have a weapon with 2 attacks and there are 2 enemy units within 3", then if you split attacks 1 of them has to go on the original unit and the defender picks on which unit the other attack goes.
Wound Results - You can totally play without stunning / knocking out units, it's just going to make the game a little faster and remove some of the strategy. Definitely a good way to streamline things if you don't have much time to play or want to play larger games.