I was able to get in a game of the new Warhammer 40,000 Kill Team. I used my very old Chaos Marines, which meant I had very little choice in what to take because I only have one squad painted. I played against a co-works Salamanders Space Marines, with a mix of Primaris and "regular" marines. It was the first game for both of us and neither had managed to read through all the rules, but we wanted to give it a try and learn as we went. We played the basic Cover War mission that is included in the core rules, and skipped rolling on the scouting table. We also left out command points and tactics. Even though they are a big part of the game, for this first game we just wanted to try to get the basic rules down and not slow things down learning the different tactics.
For the Covert War mission, we each place an objective. We then roll for a victory condition. In our case, holding an objective in the enemy deployment zone was worth victory points, but holding your own was not. You hold an objective by having more of your models than enemy models within 2" of it at the end of the 5th battle round. In the event of a tie, the person without the strategic advantage would win a minor victory. I had the strategic advantage (as I won the roll off), so I could choose which side to deploy on.
For the Covert War mission, we each place an objective. We then roll for a victory condition. In our case, holding an objective in the enemy deployment zone was worth victory points, but holding your own was not. You hold an objective by having more of your models than enemy models within 2" of it at the end of the 5th battle round. In the event of a tie, the person without the strategic advantage would win a minor victory. I had the strategic advantage (as I won the roll off), so I could choose which side to deploy on.