Game two of the weekend, was knights with some marine support against a vehicle heavy Auxilla force. In this game we played that all knight melee weapons have engine killer (1). Two damage worked well, and the combat still took more than one turn to resolve, just not the entire game. Generally, The engine killer is an essential skill if you are playing against knights and titans.
This game was a bit more straightforward, and it developed into a standard pin wheel. However the Knights in the bottom of the picture had more success then the heavy vehicles in the top of the picture and the game ended with a Knight/Marine victory. The Shadowswords did some early damage on the Acastus but when the knights shifted to their left and the shadow swords didn't chase them the Acastus was then able to show its worth by destroying or helping to destroy two detachments of tanks. This game also showed me the limitations with Auxilla who are out of command range and unable to receive First Fire orders, when they are providing Advancing Fire they will start losing tanks before the full weight of their fire can be felt.
Transport detachments are incredibly powerful, not because they kill anything but because they give a strong slingshot movement to transported forces (This seems to be the intention), but also they can act as dummy activations if you are waiting for your opponent to commit to something, and can also act as mobile fences to prevent your enemy moving into some areas of the battlefield with vehicles or infantry. I am not sure these last two effects were intentional and they definitely make 10pt rhinos well worth their cost. They probably should be required to receive the same order, and activate at the same time as their transported detachments and there could be a special trait that required lightly armed transports to receive only fall back orders once their cargo was unloaded.
Auxilla infantry are probably where they should be for points/power level, they hold objectives just fine but don't do much else, and die quickly unless garrisoned. Marine infantry seems also to be quite sensible with them all having a distinct role, terminators are an anvil not a hammer IMO. I have come around to Ogryns and Veletari, initially I thought their Rend rule was too strong (it is strong), but without it Auxilla forces would have no way of defeating garrisoned infantry except by collapsing the building so from a game play perspective they make sense.
I need to build some roads 🙁