Well, let me first thank Ork E Nuff for pointing out the obvious to me and making me re-re-read the rules so that I am actually playing them correctly.
So, on to the stuff of the thread. Here are some of the lessons learned from my recent games, and some tricks/tips/tactics that seem to now work with the new sets of rules:
Trucks with the wrecking ball seem to work pretty well at attacking dreads, haven't seen an update/faq yet to clarify if the truck attacks during the movement phase or the cc phase, so have been conducting the attacks in the cc phase and of course lots of rule looking uppinng by the various marine cult players.
Trucks are still just as expendable as last set of rules, but seem to explode more now. Maybe it was just the last four games where my opponents seems to roll lots of sixes when killing my trucks. And the S4 hits are much more "irritating". I have found that you need to have your truck boys dismounted by the end of your second turn as the third turn seems to be the turn of trucks exploding.
The bikes are actually pretty good this edition, my nob bikers rules the table against necrons, and I was surprised to see most of them survive to the end of the game. Just make sure the necrons have other stuff to shoot at.
I like taking my skull hamma as my lord of war. With the KFF big mek and a small squad of lootas, three of them meks, inside to repair hull points, etc, it is one hard target that absorbs almost all the heavy shooting of my opponents. While it isn't the game changer that wins all the time, it sure does draw the majority of the shooting from my opponents, leaving the rest of the army totally unscathed.
Lootas are great anti air, just have to have them mounted in a BW with grots to ensure their survivability. I will have to find space in all my future lists for mounted lootas.
Speaking of battle wagons, having the repair grots, really ups the survivability of the BW. Just have to
remember that when it is the end of your turn you have to roll the "wont die" rolls before your opponent starts his turn.
The new flash gits are so so. The first game I must have played them wrong as they were wiped out quick. I found the lack of real armor and the pain boy to be very disconcerting. So, I tried them in a BW, but then the git finder don't work, and they still got creamed. Then I tried them behind my "red wall of speed" and they did much better. They got their cover save and since I had added a pain boy that game, half of them survived the game, and they actually did kill some stuff. So it seems that the flash gits are more of a static defence kind of unit, rather than an assault kind of unit, which is rather strange to me as I am so used to having most of my army on the other side ot the table by mid game.
Tank bustas are great at killing armor, just make sure that on your first turn you shoot with the TBs first, (before you let the rest of the army shoot) so that you get your two victory points. With the new grenade rule, there is now no safe tank in any army. I am really proud of my TBs, as on turn three of a game they assaulted and killed am unscathed bane blade in one turn of combat. Of course the resulting explosion killed a few, but then they passed their LD. (sorry, just had to brag a little)
I haven't been able to pull off a burna boy drive by flaming yet, but they sure do make a mess of beast units that charge BWs.
I love the multiple force org stuff of this new rule set. I have found that if you take the hoard force org (back of the new codex) and include most of your infantry on that one for the hammer of wrath rule, and then multiple additional regular force orgs for the various vehicles, allowing me way more than the restrictive three fast attacks. I was able to include all my buggies, coptas, and planes in one game.
Speaking of buggies, I did try the outflank thing with them. Not quite the game changer I had hoped for, but still good enough that my opponents did not slide their whole army towards mine as they were leaving units in their back field to deal with the buggies.
The Green Baron is now way cheaper than before, and is still a great distractor/suicide unit, that IMO is still worth the effort and the points. Coming on from reserve with some buggies on the other side of the board, really makes my opponents crazy.
Last, but not least; use the cards, to earn victory points. It seems that this edition the game is less about strategy and tactics than it is about playing to the deck of cards. While it does twist the game to a whole new meta of playing, you have to play to the cards to earn the points so that you can secure a victory. This paragraph should probably be a whole page dissertation of why you play the cards during a game of 40k, but I will leave you to find out for yourself.
Feel free to add in your lessons learned, I look forward to reading your new tricks, tips, tactics, and sneaky git stuff.