We have been playing 6th edition now for quite sometime, and over-all I love 6th edition and what it is. However, there is one area of the game, that effects us at almost every tabletop meeting, that I think is a little bit of a mistake in the rules. Objective Marker placement.

First off, I had bought the bright green templates and markers back in 5th edition with the sole purpose of having objective markers. These are not really usable now, since an objective marker is said in the rulebook to be counters that are 1-2" in diameter.

Now the rules are very clear on what and where you can set these things. Not within 6" of a table edge or within 12" of another objective.

This is fine. The problem is when these are placed during set up, after you know which side of the board you are going to be on. Unlike in 5th edition when objective markers were placed before you had your board edge, in 6th many games have objectives sitting on each side of the players board.
This is a huge disadvantage when there is an odd number of objective markers, and you did not win the first dice off.

Now while I dislike this method of placing objectives (in 5th edition there was an artform to it), it does change the way you should be contructing your army lists.

In 6th edition you need to be able to reach the opposite side of the board edge in order to claim or contest an opponents objectives. Of course you can always just blow the crap out of him, so nothing is left, but lets assume that you are playing a good 6th edition 40k player, and he or she has lots of troop units that can claim in the backfield. (so it would be rare to completely take his backfield)

So what 6th edition has done, is really change how armies are constructed. In 5th edition some mobility was required, now in 6th, you really have to be able to make a spearhead into your opponents backfield, while maintaining your own. Of course you could just be trying to win the game based on secondary objectives.

I am sure I have left out a lot on this topic, as it is just something I have been working on in my lists now for months. (and I fully take advantage of this in my current lists). Objective games are 5 out of 6 mission types. Lots of troop units are needed, and in general I am fielding 16 separate troop units that can claim objectives at 2000-2500pts. Below that point level I am shooting for 6-10. (yea platoons).


  1. Unfortunately I and my brother have the same problem when it comes to objectives: as soon as we begin playing we try to wipe out the opposing army.

    As I'm inexperienced playing 40K, and don't have my own army (yet), I'm usually the one wiped out.

  2. Correct me if im wrong, but i thought the order it went in was fortifications, terrain, deployment map, objectives, warlord trait, then roll off for table edge, and finally deploy.

  3. NO, it's game type, board type, roll for table edge, forts, terrain, objectives, warlord trait, psychic powers, deploy, roll for who goes first.

    1. It specifically says, after rolling for warlord traits, deploy as on page 121. This is after objectives being placed. So you determine the map, but dont roll until after obj.

    2. Page 118. "Once the method of dividing the board into two halves has been determined, the players should roll-off. The winner of the roll-off selects one of the table halves to be his - his opponent takes the opposite table half." An oft missed part of the rules.

    3. This is the order:
      Choose Army
      Roll Mission p. 118
      Roll Setup/Deployment p. 118
      Roll to choose Table half p. 118
      Set up fortifications p. 119
      Set up Terrain p. 119
      Place Objectives p. 120 & 122
      Roll Warlord Traits p. 111
      Roll for first turn p. 121
      Deploy p. 121
      Deploy Infiltrators p. 121 & 38
      Redeploy Scouts (Roll off, then alternate) p. 121 & 41
      Seize Initiative
      The page numbers refer to the BRB. I have left out psychic powers because I don't have any in my army...

  4. My brother and I have tried placing objectives semi randomly ( split the table into 6 squares, doll a D6 and place the objective in that square). This makes things a bot more interesting and more realistic in my opinion. This way you don't always have a clump of objectives in deployment zones, and they may not even be in cover.

  5. My brother and I have tried placing objectives semi randomly ( split the table into 6 squares, doll a D6 and place the objective in that square). This makes things a bot more interesting and more realistic in my opinion. This way you don't always have a clump of objectives in deployment zones, and they may not even be in cover.

  6. Mission, Map, Deployment sides, Fortifications, Terrain, Objectives, Warlord Traits, Roll for deployment/initiative.

    1. I never figured out why Terrain came after Fortifications. If you actually play the game as it is written, when the opponent puts down their Aegis line, throw a hill in front of it so the gun doesn't have LOS on anything. Most people don't do this, but it seems to be a silly rules order because you could.

    2. If you're setting up correctly then 'Fortifications count against the terrain density limit'. So in some instances on a D3 roll for 2'x 2' square your Fortification will be the only terrain in it. Obviously you can still put a hill in a square next to it but I think people forget that part of the setup rules.

  7. I play narrative scenarios or kill everything games so I don't take much notice of the programmed scenarios.

  8. The 6th edition give more importance even to terrains, with a lot of rules that I love :)

  9. I often wind up with bad luck and do not believe I have ever had more objectives on my side of the table.
    It is worse in The Scouring, where last time I had 6 points of objectives and my opponent had 9. He was also playing an ORK HORDE.

  10. This is a valid point. I'm fining it quite a challenge myself.

    If the mission is crusade or big guns you will either have 3,4 or 5 objectives so there is higher chance there will be odd objectives if there isn't having an even amount can be just a diffcult. As you really need to play for secondarys more.

    In the scouring there is always 6 objectives but no one knows how many VP each of them is worth until the game begins. If you pull the short straw and flip all the bad ones you need to be on the offensive straight away.

    For the Relic there is only 1 objective so it basicly a fight over the center of the table.

    For the last objective mission there is one objective in each deployment zone so its either go for secondarys and draw for primarys or try and table your opponent.

    The first thing I'm finding really important about 6th is needing a lot of mobility. If the objectives are heavy in your oponents deployment zone you need to eithet get them off or contest them.

    The second is you need to be able to take a good hit from an Alpha strike but also be able to put out a lot of damage from an alpha strike if you can cripple your opponent in the first few turns life will be much easier for you

    The third is getting past those annoying Agies lines. I'm finding the best way is barrage weapons or template weapons. Most lists are fielding scoring units camping on an objective behind an agies line and when you put wounds on them they just go to ground for the 2++ cover.

    Thats all I can think of off the top of my head but I'm interested as hear other peoples ideas on this subject as this really is what the core of an army should be built around in 6th

  11. Due to the fact that there are also, usually, 6-4 VPs up for grabs outside of claiming objectives, it's not just about Objectives. Obviously it's the main target as they are seen as the vital points, but smart play and cunning moves and gain you the winning edge.

    1. 6-4??

      slay the warlord, first blood, line breaker... 3

      should only be more with big guns, and the fast attack one.

  12. The dev team seems to really like mismatches and the pressure it can put on a player. Scouring can be incredibly lopsided if you end up with 1,2,2 vs opp 4,3,3. The odd numbered objectives is a big one also, as is First Blood in some low VP missions.

  13. Traditional Hordes & other high model count armies seem to be the way to go on the big object games. Of course you do have to get to the objectives. Lots of bikes are beautiful for that - especially Eldar bikes. (Taking note of Jeremy Veysseire & his Ravenwing victory @ TSFHT)

    When I play, usually with friends, we stick to alternating placement of fortifications, terrain & objectives that when we do play someone or somewhere else we aren't held back by house rules.

    Those Fortifications can be awful to get past. Seriously, you need a mobile horde in this game (clown car?).

    Oh, if anyone is interested, there is a nifty "Getting Started" summary on BatRep.net. They don't publish a whole lot but I have seen some of their stuff floating around in forums & it seems pretty useful.


    1. or just use the step by step in the back of the rulebook...

  14. I think the key is troops choices, like Naftka says. If you swarm the board with scoring units, even foot sloggers can get to within 6" of the enemies table edge within 5 turns. I've found more so with sixth than any other edition, I always think twice when I am adding anything which is an elite, heavy or fast attack slot. Allies is a great way of diversing your infantry units and ensuring you still have plenty (I've been running marine bikers/Sisters and Sisters/Guard list recently, with one geared up for a deep push and the allies geared towards back field holding)

  15. No where Does it say you have to place any objectives in your own deployment zone, so With my Nids or Orks I try not to bother. Assult armies like that want to be in you opponents face so why notput those objectives where you want troops later in the game. covering your backfeild become less important if your going forward and there's no objective to worry about.

    Alot of armies troops want to be heading up the field to kill stuff so handy objectives to take as you do is an added bonus. Most back field units are heavy support that don't scor except in one mission in 6 anyway so I never understood all the battle reps where people camp objectives in the back field. added to that by placing them there it's an additional incentive to take them because they might away line breaker.
    At best I might consider placing them just infrount of my deplyment zone so that if I can't keep them then linebreaker is a non issue.

    The only times I would realy intentionaly place objectives in my own depolyment zone is if a) there's not enough room elseware or b) I am actualy playing with a gun line, (with Nids, DE, CSM and Orks not very likely.)

  16. this is only an isssue in casual games where your following the rulebook. in tournament play this is usual change with A pre set objectives B placing objectives before u roll for sides

    although this is only an issue when when the objectives are odd and as its d3 +2 the average roll is 3/4 meaning four objectives on avergae

    i generally tae 3 troops at 1750 and it works fine

  17. But this can also be 'gamed' by someone who doesn't want your troops on his side.

    I play Tau, and I really *really* *REALLY* don't want any of my opponents troops anywhere near my guys, so I always place my objects as far away as I can.
    that way my opponent has to decide whether to risk coming to me and maybe not having enough troops to hold his objectives, or to stay put and hope he can soak up my firepower...
    Hint: they usually can't


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