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Blood Vow

Happiness is success... (Buddha)
Showing posts with label Ravenwing. Show all posts
Showing posts with label Ravenwing. Show all posts

Tuesday, April 05, 2016

Ravenwing Turn 2 All or Nothing • Go for Bust


Here is my 1000 point Dark Angels army list I ran at the team tournament this past weekend at Adepticon...

Ravenwing Strike Force (RSF)

HQ
Interrogator Chaplain - Bike - Power Fist - The Unseen Eye

Fast Attack
4x Black Knight
Huntmaster - Melta Bombs

Dark Shroud


Adepticon Standard FOC

HQ
Sammael - Corvex (Jetbike)

Elite
Ravenwing Command Squad
2x Black Knight
Standard Bearer - Ravenwing Banner
Apothecary

Troop
4x Scout - Bolt Pistols & CCW - Camo Cloak
Sergeant - Bolt Pistol & CCW - Camo Cloak


The other three armies on my team were Space Wolves and White Scars. Note that the Space Wolf army featured a lot of Thunderwolves. Both of the White Scars armies were composed purely of biker units. Onee army on the team can bring a formation which of course was my army. This was useful since it allowed me to field two HQ. In my opinion the Interrogator Chaplain with my build is overall more powerful than Sammael. The Chaplain must be protected since his special abilities are very useful - Fearless, Hatred and Preferred Enemy. The Interrogator Chaplain is just as durable as Sammael since both have a 3+ armor save and 4++ invulnerable save. Combined with any of the other three armies from my team the overall mix tended to produce an assault oriented force over shooting.

RSF has a special rule that if you use reserves it must be the entire formation but they all automatically arrive on turn 2 and can outflank. This can be extremely powerful but must be properly executed. Obviously you must have at least one unit you can deploy that can weather the first turn... You must examine the enemy army prior to the start of the game to decide if this is feasible. If you're up against an army like drop pod Space Marines it's probably not a good idea. You'll want to go second so your opponent will have one less shooting phase versus your reserves.

This is a total beta strike tactic and you can really catch some opponents off guard since most Ravenwing players tend to start on the table and scout up. If you can take out a couple of your opponent's heavy hitters it can put you up front plus pressure your opponent. Think of it as a drop pod army where every unit arrives on the second turn plus they are highly mobile afterwards unlike foot slogging infantry.

I had a couple games I deployed everything and scouted up - the deployment was Dawn of War both times with little to no line of sight blocking on the table. I prefer to reserve now otherwise though against armies without Interceptor... The big drawback is you won't be able to assault until the third turn which can be mitigated by the amazing re rollable cover save for Ravenwing. The combination with Space Wolves or White Scars provides you with highly durable units that should be able to assault on turn 2 drawing the heat off your Ravenwing.

Sunday, January 31, 2016

Ravenscar vs. Chaos Batrep Part 1


The big game was played while I was home for vacation earlier this month with Kenny Boucher at Atomic Empire in Durham, NC.

Chapter Master Thorr has convinced a small contingent of Ravenwing to join his biker company leading them to the outer edge of the Eye of Terror where an ancient Chaos relic resides upon a hidden planet. The relic must be captured and brought back to the Imperium so that it can be used against the forces of disorder in an impending Black Crusade predicted by Seer Kharbis of the Storm Giants' Conclave. They are either surely fearless or quite foolish as many have ventured there before them only to meet their sudden demise...

Here's the mission:


As you can see the mission is a twist on maelstrom that most often requires you to score two objectives each turn to earn victory points. Note that you can score more victory points after the second turn.

Sunday, September 20, 2015

40k Batrep Part 1 • Ravenwing vs. Necrons • Eternal War (1850)


This game is from earlier this afternoon. We were testing one of the BeakyCon5 sample missions (same as the game versus Salamanders):

Deployment - Vanguard Strike

Primary Objectives:
1) Emperor's Will
2) Slay the Warlord

Each primary objective is worth 20 battle points if you win, 10 battle points for a draw and 0 if you lose.

Secondary Objectives:
First Strike - Line Breaker - Last Strike

You score First Strike if you destroy an enemy unit the first turn.

You score Last Strike if you destroy an enemy unit the last turn.

Each secondary objective is worth 2 battle points.

The number of game turns is fixed at six turns and the game must go at least four turns.


Here is my army list:

+++ Ravenwing (1850) +++

++ Ravenwing Strike Force (1625) ++

+ Fast Attack (930) +

Ravenwing Bike Squad (215)
4x Ravenwing Biker - 2x Grav Gun
Ravenwing Attack Bike - Multi-Melta
Ravenwing Sergeant - Melta Bombs

Ravenwing Bike Squad (215)
4x Ravenwing Biker - 2x Grav Gun
Ravenwing Attack Bike - Multi-Melta
Ravenwing Sergeant - Melta Bombs

Rules:
Grim Resolve - Hammer of Wrath - Hit & Run - Outflank - Ravenwing - Scout

Ravenwing Black Knights (205)
4x Black Knight
Huntmaster - Melta Bombs

Ravenwing Black Knights (200)
4x Black Knight
Huntmaster

+ Elites (215) +

Ravenwing Command Squad (215)
4x Black Knight - Ravenwing Company Banner
Ravenwing Apothecary
Ravenwing Champion

+ HQ (480) +

Sammael (200) - Iron Halo

Warlord Trait:
Rapid Manoeuvre

Corvex (Jetbike) - Plasma Cannon
Raven Sword

Interrogator-Chaplain (170) - Auspex - Power Fist - Rosarius - Crozius Arcanum - Shroud of Heroes - Space Marine Bike

Librarian (110) - Psychic Hood

Force Sword - Space Marine Bike
Psyker Mastery Level 2
Telepathy Lore: Psychic Shriek - Dominate - Shrouded

++ Dark Angels Formation Detachment (225+95) ++ Ravenwing Support Squadron (RWSS)

Rules:
Grim Resolve - Interceptor - Ravenshield - Strafing Run - Support squadron - Anti-Grav Upwash

Ravenwing Land Speeder - Heavy Bolter - Typhoon Missile Launcher
Ravenwing Land Speeder - Heavy Bolter - Typhoon Missile Launcher
Ravenwing Land Speeder - Heavy Bolter - Typhoon Missile Launcher

Ravenwing Darkshroud (95) - Assault Cannon

Warlord Trait: Rapid Manoeuvre:
Your Warlord, and any unit he joins, can either roll 2 dice when they run, using the highest roll, or can add 3" to any Turbo-boost or charge they make (or Flat Out move, in the case of Master Sammael on his Land Speeder).


Unfortunately I don't have a copy of my opponent's army list so I'll have to go by memory:

Necrons Decurion Detachment (1850)

+ HQ +

Zanhdrak

Warlord Trait - Adaptive Tactics - Each turn Zanhdrak can choose a Warlord Trait from either the Necron codex or rulebook.

Destroyer Lord - Phase Shifter - Res Orb

+ Troops +

10x Warrior
Ghost Ark

10x Warrior
Ghost Ark

10x Immortals - Gauss Blasters

+ Elites +
10x Deathmark

+ Fast Attack +

4x Destroyer

4x Destroyer

4x Destroyer

10x Tomb Blade - Ignore Cover - 3+ Armor

Deployment
My opponent wins the roll and chooses his side of the table. He also wins the roll to go first and does so. Here are pictures of the table and our deployments.


I deploy such that my entire army is outside Necron ranged shooting for the first turn. My opponent places his Emperor's Will objective marker back in his corner with the Immortals guarding it. I place mine in my corner as well but a bit more forward to bait the Necrons closer. I opt not to scout move to maintain a safe distance.

Pre Game Analysis
Two mobile armies... Mine is a bit faster overall. Shooting seems fairly even but I've got the support squadron which is very fast and can out range the entire Necron army with the missiles and heavy bolters. My biggest worry is Zanhdrak and the Destroyer Lord attached to the Deathmarks and held in reserve. The Tomb Blades could be a problem too since they have the wargear that ignores cover so I need to focus down on these two units first.

Every battle point is important as they all can be hard to achieve.


Opening Story Line
Sammael, Master of the Ravenwing, has been informed this time by the Inner Circle that a Necron detachment is nearby ravaging the local inhabitants and laying waste to the manofactorium. There are no Fallen reported amongst them but the xenos must be purged with cleansing vigor. The Librarian Xclops pulls forth his force sword anointing it with a special fluid to sharpen the monomolecular edge. Interrogator Chaplain Lionus grips his massive power fist in anticipation. "We will come to grips with them soon enough." says Sammael. "Lets be quick so we can re continue the search for the Fallen!"

Monday, September 14, 2015

40k Batrep - Part 4 - Ravenwing vs. Salamanders Battle Company [1850]


Mid Game Analysis
Presently up to this point I've protected my Emperor's Will objective, scored First Strike and denied it to my opponent. It's a close game though and there is one Salamandsrs drop pod full of ten Marines onboard that will combat squad on the drop this coming turn and we know where's it's go to try to land. I probably should have positioned my backfield biker unit to bubble around my Emperor's Will objective rather than focus on destroying the pods... Hindsight is 20/20.

The Captain is out in the open though locked in melee and has lost a wound so Slay the Warlord is up for grabs. My opponent still has a good number of Marines left over on his side of the table though and he will need to put them to work. Sammael and his retinue are still at full strength though and much better equipped for ongoing melee. I need to slay his Warlord while keeping Sammael alive and I should be in good shape since I lead on secondaries plus my opponent failed to score First Strike... So the pressure is on him.

Turn 4 - Salamanders
The last drop pod full with two tactical combat squads sticks its landing right on top of my Emperor's Will objective... Suddenly there are three enemy scoring units holding my objective - not good.


The tactical squad that fell out of the wrecked razorback pile around the four Black Knights while the remainder from the tactical squad that broke move back into position to re enter melee along with another fresh combat squad. The Chaplain and his jump squad jump in closer towards my objective just beyond rapid fire range.

Shooting up front sees the forward Black Knight squad reduced to just one Knight left even though they jinked. Shooting in the back around my objective sees a couple Black Knights dropped as well as I chose not to jink them.

The two squads of tactical Marines both charge into the scrum. Sammael slips another wound psst the Captain and the Interrogator Chaplain finishes off the last of the Captain's bodyguard taking a wound in return. The Black Knight command manage to drop another Salamander losing one in return. The Captain then breaks and manages to slip away along with one of the combat squads that also broke forming a protective ring of bodies around their leader. I then elect to Hit and Run moving deeper into the corner.


Salamanders: Emperor's Will
Ravenwing: First Strike

The wily Salamanders have suddenly slipped into the lead though precariously.

Sunday, September 13, 2015

40k Batrep - Part 3 - Ravenwing vs. Salamanders Battle Company [1850]


Turn 3 - Salamanders
The last drop pod fails to arrive from reserve but the second jump squad lands, dropping in close to their Chaplain.

As I was hoping there is some vehicle movement and several combat squads disembark all taking aim on the forward squad of Black Knights, including the Salamander Captain. The Chaplain completes the movement by joining the second jump squad... They are situated further back this time beyond my waiting bikers' rapid fire range.

Shooting is split - some is concentrated on the forward Black Knight squad killing the only one the Salamanders have line of sight to target. The rest of the shooting is concentrated on Sammael and his retinue whom jink and the Master of the Ravenwing suffers one wound.

Turn 3 - Ravenwing
The mice have come out for the cheese so it's time for the big black cat to pounce ! Sammael and his retinue race through the ruins moving into position to multi assault the remaining heavy bolter Devs, tactical Marines in the woods beside the central ruin and the combat squad with the Salamander Captain.


The forward Black Knight squad races into a corner beside a razorback which had sheered off from its castle.


The two Ravenwing biker squads and other Black Knight squad drop back around my Emperor's Will objective to focus on the Salamander drop pods.

Shooting from the two biker squads and Black Knights wreck both drop pods and I elect not to shoot with Sammael and his command. The forward Black Knights wreck the razorback.

I issue the multi charge taking one wound on the Librarian from combined Overwatch. Sammael and command easily make it into combat with all three squads.


The heavy bolter Devs are destroyed along with two tactical Marines in the woods while Sammael and the Captain trades blows - the Captain suffered one wound in the exchange. The tactical Marines break while the Captain's squad sticks. All of the Ravenwing command piles in.

Salamanders: 0
Ravenwing: First Strike

Saturday, September 12, 2015

40k Batrep: Ravenwing vs. Salamanders • Part 2


I believe I rolled on the Telekinesis lore this game. I rolled poorly throughout the game when attempting to cast psychic powers which did not play a big roll in the game.

My opponent won the roll to choose his deployment zone picking the side with an open corner to deploy his anti-air force. He then won the roll to deploy first:


This picture shows the layout of the table and terrain:


My opponent castles in his corner with the ground transports blocking off his anti-air formation. The Devastators with heavy bolters deploy in their rhino beside the central line of sight piece of blocking terrain. He places his Emperor's Will objective marker all the way back in his table corner. The assault squads are both held in reserve to deep strike along with his Chaplain attached to one of them. Note that his full infantry units will break into combat squads.

Here is my counter deployment along with my scout move:


I placed the Ravenwing support squadron (RWSS) in the middle so all the other units can take advantage of the Darkshroud stealth bubble. I place the Typhoons forward to soak incoming firepower from the enemy Hunter and Stalkers. I deployed Sammael and his command squad with the Interrogator Chaplain and Librarian attached so they can get to grips with the Salamander castle quickly. One squad of Black Knights and the two biker squads will hang back to protect my Emperor's Will objective marker. The other squad of Black Knights are free to go wherever needed the most. My Emperor's Will objective marker is placed in a clump of trees by the side of the table just behind my bikers.

My opponent is going first and I fail to seize.


Turn 1 - Salamanders
Down come two drop pods. One is the Devastators with multi-meltas and the other is one of the tactical units which splits into combat squads. One combat squad of tactical Marines jump out of a rhino and jump into some woods over beside the central ruin.



The other Devastator squad with heavy bolters disembarks and jumps into the central terrain.

I then elect to intercept the melta Devastators with the RWSS. They kill three of five leaving the sergeant and one gunner who break and fall back.

The anti-air force then lights up the RWSS managing to drop two of the Typhoons. The heavy bolter Devs snap fire at the remaining skimmers but fail to do any damage. The razorbacks with line of sight follow up with the final volleys from the castle but can't get past the jink save. The rest of his shooting is ineffective from the podded tacticals putting one wound on an attack bike. My opponent's turn ends and he failed to score First Strike.

Turn 1 - Ravenwing
It's a target rich environment but I can't assault this turn as my entire army scouted. It's okay though, I've got lots of twin linked fire power. The two biker squads and both Black Knight squads drop back to surround the two tactical combat squads while Sammael and his retinue move up behind the central objective taking aim on the two remaining melta Devs.


The RWSS scoots forward as well and can't shoot this turn as they chose to intercept.

My shooting phase wipes out the melta Devs for First Strike and I delete one of the tactical combat squads. The other combat squad is dropped to just the sergeant who breaks and is destroyed since he is trapped between my bikes and his own drop pod. It's almost a perfect clear out except for the two drop pods, neither of which are close enough to control my Emperor's Will objective marker.

Salamanders: 0
Ravenwing: First Stike


Turn 2 - Salamanders
The Salamanders' Chaplain along with his jump squad are the only reserves to arrive this turn. They drop in towards the back on my side of the table and scatter right towards my backfield bikers.


This is a fairly fast turn with not much movement except for his Chaplain and jump squad who elect to run but don't get very far. The Salamander anti-air force takes out the remaining Typhoon and Darkshroud (note the Stalkers ignore jinking). The heavy bolter Devs elect to target the Ravenwing command whom jink taking no wounds. The razorbacks are also ineffective and the two drop pods in my backfield fail to wound any of my bikers either.

2nd Turn - Ravenwing
I elect to move and turbo boost one squad of Black Knights just poking past my right side of the central ruin in a gambit to lure some of my opponent's Marines from out of their transports.



Sammael and his command remain tucked behind the central ruin to target the heavy bolter Devs. My two Ravenwing biker squads and the remaining Black Knights all line up to torrent down the Salamanders Chaplain and jump squad. I kill the Devs I can see and the jump squad is blasted... The Chaplain however rolls very well for his armor and Rosarius saves only taking one wound.

Salamanders: 0
Ravenwing: First Strike

40k Batrep - Part 1 - Ravenwing vs. Salamanders Battle Company [1850]


This game is from last weekend over the Labor Day holiday. We were testing one of the BeakyCon5 sample missions:

Deployment - Vanguard Strike

Primary Objectives:
1) Emperor's Will
2) Slay the Warlord

Each primary objective is worth 20 battle points if you win, 10 battle points for a draw and 0 if you lose.

Secondary Objectives:
First Strike - Line Breaker - Last Strike

You score First Strike if you destroy an enemy unit the first turn.

You score Last Strike if you destroy an enemy unit the last turn.

Each secondary objective is worth 2 battle points.

The number of game turns is fixed at six turns and the game must go at least four turns.


Here is my army list:


+++ Ravenwing (1850) +++

++ Ravenwing Strike Force (1625) ++

+ Fast Attack (930) +

Ravenwing Bike Squad (215)
4x Ravenwing Biker - 2x Grav Gun
Ravenwing Attack Bike - Multi-Melta
Ravenwing Sergeant - Melta Bombs

Ravenwing Bike Squad (215)
4x Ravenwing Biker - 2x Grav Gun
Ravenwing Attack Bike - Multi-Melta
Ravenwing Sergeant - Melta Bombs

Rules:
Grim Resolve - Hammer of Wrath - Hit & Run - Outflank - Ravenwing - Scout


Ravenwing Black Knights (205)
4x Black Knight - Ravenwing Grenade Launcher
Huntmaster - Melta Bombs

Ravenwing Black Knights (200)
4x Black Knight - Ravenwing Grenade Launcher
Huntmaster

+ Elites (215) +

Ravenwing Command Squad (215)
4x Black Knight - 2x Ravenwing Grenade Launcher - Ravenwing Company Banner
Ravenwing Apothecary
Ravenwing Champion - Blade of Caliban

+ HQ (480) +

Interrogator-Chaplain (170) - Auspex - Power Fist - Rosarius - Crozius Arcanum - Shroud of Heroes - Space Marine Bike

Librarian (110) - Psychic Hood

Force Sword - Space Marine Bike
Psyker Mastery Level 2

Sammael (200) - Iron Halo

Warlord Trait:
Rapid Manoeuvre

Corvex (Jetbike) - Plasma Cannon
Raven Sword


++ Dark Angels Formation Detachment (225+95) ++ Ravenwing Support Squadron

Rules:
Grim Resolve - Interceptor - Ravenshield - Strafing Run - Support squadron - Anti-Grav Upwash

Ravenwing Land Speeder - Heavy Bolter - Typhoon Missile Launcher
Ravenwing Land Speeder - Heavy Bolter - Typhoon Missile Launcher
Ravenwing Land Speeder - Heavy Bolter - Typhoon Missile Launcher

Ravenwing Darkshroud (95) - Assault Cannon

Warlord Trait: Rapid Manoeuvre:
Your Warlord, and any unit he joins, can either roll 2 dice when they run, using the highest roll, or can add D6" to any Turbo-boost they make (or Flat Out move, in the case of Master Sammael on his Land Speeder).


Unfortunately I don't have a copy of my opponent's army list:

Double Demi Air (1850)

Space Marines

++ Gladius Strike Force ++ (1850)

Chapter Tactics - Salamanders

Core (1555)

Battle Demi Company I (805)

HQ
Captain - Combi-Melta - Relic Blade /Warlord

Fast Attack
Assault Squad (130)
4x Assault Marine - Jump Packs - Flamer - Eviscerator
Space Marine Sergeant - Chainsword - Plasma Pistol

Heavy Support
Devastator Squad (110)
4x Devastator - 4x Multi-Melta
Sergeant
Drop Pod

Troops
Tactical Squad (170)
9x Space Marine - Meltagun - Multi-Melta
Sergeant - Combi-Melta
Drop Pod

Tactical Squad (175)
9x Space Marine - Meltagun - Multi-melta
Sergeant - Combi-Melta - Melta Bombs
Drop Pod

Tactical Squad (95)
4x Space Marine - Flamer
Sergeant - Chainsword - Plasma Pistol
Razorback - Dozer Blade - Twin-linked Heavy Flamer

Battle Demi Company II (750)

HQ
Chaplain (120)
Jump Pack - Plasma Pistol

Fast Attack
Assault Squad (105)
4x Space Marine - Jump Packs - Flamer
Sergeant - Chainsword - Plasma Pistol

Heavy Support
Devastator Squad (135)
4x Space Marine - 4x Heavy Bolter
Sergeant
Razorback - Dozer Blade - Twin-linked Lascannon

Troops
Tactical Squad (120)
4x Space Marine - Meltagun
Sergeant - Combi-melta - Melta Bombs
Razorback - Dozer Blade - Twin-linked Lascannon

Tactical Squad (110)
4x Space Marine - Flamer
Sergeant - Plasma Pistol - Power Sword
Razorback -Dozer Blade - Twin-linked Heavy Bolter

Tactical Squad (160)
9x Space Marine - Flamer - Missile Launcher
Sergeant
Rhino

Auxiliary
Anti-air Defence Force * (295)
Hunter
Stalker
Stalker
Stalker

Warlord Trait - Rites of War - All units can use the Captain's leadership


Pre Game Analysis
Wow that's a lot of Marines and it's a fairly mobile army with the transports and jump infantry. If my opponent deploys correctly it will be all but impossible to take his Emperor's Will objective so I'll have to be careful and plan on playing that objective to a draw. He might also be cagey with his Warlord so I'll have to try enticing him to venture out for some good old fisticuffs. This game could easily come down to secondary objectives and they can all be scored by both armies.

My opponent's anti-air formation can make short work of my skimmers if I'm not careful... There was a good sized piece of line of sight blocking terrain in the middle of the table so I'll have to use that to my advantage.

My army is more mobile and stronger in melee so I'll have to use those attributes to my advantage. I also have more armor ignoring shooting to quickly cut down any green Marines foolish enough to stray too far from their transports.

Should be a close game so have to play smart.

Story Line
Sammael, Master of the Ravenwing, has been informed by the Inner Circle that it's possible a traitorous Fallen may have duped a nearby Salamander detachment infiltrating them. The Fallen Angel must be captured even if every last Salamander is lost as a casualty of the hunt. There is no time for any remorse. Upon discussion with Interrogator Chaplain Lionus whom has collected five black pearls it is decided there can be no discretion.

Wednesday, September 09, 2015

Ravenwing 102 • Special Rules & Enhanced Cover Saves


Sometimes people ask did GW really intend for there to be a 2++ re rollable save or was it simply an oversight. If we look to the new Dark Angels codex the answer is obvious. The Ravenwing special tells us these units can re roll their jink save.

The basic jink save is 4++.

Black Knights have Skilled Rider so they have a 3++ jink save combined with the Ravenwing special rule.

The Darkshroud is a skimmer that is shrouded conferring 2++ to itself and its unit (i.e., Ravenwing Support Squadron). The Darkshroud also has the special rule Icon of Old Caliban which confers the special rule Stealth to any friendly units within 6". Therefore the Black Knights can have a 2++ re rollable jink save since if one model is shrouded then it is conferred to the entire unit. So even a basic Ravenwing biker squad within 6" of the Darkshroud has a 3++ re rollable jink save. This is one of the reasons why the Ravenwing Support squadron is so powerful when combined with a Ravenwing Strike Force. Stealth is conferred automatically so it's always there unlike cover saves conferred by psychic powers such as Shrouded from the Telepathy lore which must be cast. Just think how powerful dark eldar would be if they had a mobile unit with a stealth bubble to protect their skimmer craft.

Ravenwing biker units also have the universal special rule Scout so they can outflank. Note that if you run the Ravenwing Strike Force all units in this formation must either be deployed at the beginning of the game or all be held in reserve. If you elect to run a small strike force this is a great option however if you run a large formation it's best to deploy. The Ravenwing Support Squadron is a separate formation so you can elect to hold it in reserve versus enemies that have strong alpha strike potential. This gives you some nice options.

If the Ravenwing Strike Force is deployed they can turbo boost the first turn, jink then shoot at their full ballistic skill the next turn. This is very powerful when combined with the scout move.

Tuesday, September 08, 2015

Ravenwing 101


I have had three games so far with my Ravenwing using the pure list composed of the Ravenwing Strike Force and Ravenwing Support Squadron I posted. It is a nice break from rolling with super friends army lists. Ravenwing is the new White Scars because overall they collectively have better rules. For example you don't have to waste any points on a mediocre HQ to scout. It makes sense for GW to make Ravenwing better than White Scars so players will want to buy new models. I am hoping Tau are toned down and they fix msrkerlights. Tau have three things that break the game:

- Ignore Cover
- Interceptor
- Skyfire

They have these abilities in spades and it's all automatic plus undercosted. Tau are not popular anymore though because as a whole the army is not highly mobile and they are no longer battle brothers with eldar. The lack of mobility is very detrimental for Maelstrom missions and they lost the broken combos with eldar such as the batsuit joining a Riptide.

7th edition fixed many of the problems with 6th edition which also was a nerf to Tau. As an example assault is much stronger now since central tenants to the game such as challenges work properly helping a choppy army versus screwing them. Assault armies are much stronger now as a direct result which overall helps to better balance the game.

Tau is one of those armies that has always got really strong codices upon the initial release and is not easy to balance since they are devoid of strong meleecentric units. I am sure they will get new formations and detachments to bring them in line with the new edition which they need but I am hoping they are more balanced overall rather than relying upon game breaking rules to be competitive. Tau do not need gargantuan Riptides and D to win.

So back to Ravenwing... These are the best rules for Dark Angels ever and I'd hate to see the codex ruined within a few months of its release by the next codex to drop. As a pure army they do not have the uber over the top melee abilities. Sammael is a good HQ but not a total beast like Smashfecker. I enjoy playing the pure army so I can more fully flesh out the army and play a more tactical game. Ravenwing can beat Tau versus the abundance of ignoring cover due to high mobility and over saturating an area with many units as opposed to a super friends army that has an overall low model count and relies upon the deathstar to do all the heavy lifting.

I like a mix of Black Knights and Ravenwing biker squads as the core of my army. The Black Knights are specialists while the Ravenwing biker squads are more generalists. Combined together they are strong. I took what I learned from playing White Scars to design my Ravenwing biker squads:

Sergeant - melta bombs
4x Ravenwing biker - 2x grav gun
Attack Bikd - multi-melta

Two squads of Black Knights on average will delete a Wraithknight or scatter bike squad in one turn so versus eldar it's all about the Divide and Conquer tactic to concentrate a larger percentage of your army to eliminate key enemy units. The high mobility is key.

I was going to present a battle report for my recent game versus a heavy drop pod Imperial Fist Gladius Strike Force but unfortunately we discovered the Imperial Fist army list was illegal due to an oversight regarding which formations it can draw from collectively to design it. The mission was Contact Lost from Maelstrom and was hard fought due to all the drop pods being able to control objectives since they are objective secured. The game ended in a draw after six turns but would have most likely been a win for Ravenwing if it had gone on to a final seventh turn. I had another game versus a Salamanders Gladius Strike Force and it came down to the final turn... Brilliant game and I might write a batrep for that one.

Friday, September 04, 2015

Pre Battle Report • Ravenwing vs. Imperial Fists


I had a very exciting local league game with my Ravenwing versus Imperial Fists this evening. I took a lot of pictures and will be posting full battle report over the holiday weekend. I ran my pure Ravenwing list I posted earlier this week. My opponent had a heavy drop pod army. It was a real blood back and forth blood bath.

Ravenwing is strong but more of a tactical army compared to BikeStar or DraigoStar. I really like the mobility and firepower. Corvus hammers are a bit underwhelming but the plasma talons are really good.

Monday, August 31, 2015

Ravenwing Strike Force w. Support (1850)


+++ Ravenwing (1850) +++

++ Ravenwing Strike Force (1625) ++

+ Fast Attack (930) +

Ravenwing Bike Squad (215)
4x Ravenwing Biker - 2x Grav Gun
Ravenwing Attack Bike - Multi-Melta
Ravenwing Sergeant - Melta Bombs

Rules:
Grim Resolve - Hammer of Wrath - Hit & Run - Outflank - Ravenwing - Scout

Ravenwing Bike Squad (215)
4x Ravenwing Biker - 2x Grav Gun
Ravenwing Attack Bike - Multi-Melta
Ravenwing Sergeant - Melta Bombs

Rules:
Grim Resolve - Hammer of Wrath - Hit & Run - Outflank - Ravenwing - Scout


Ravenwing Black Knights (205)
4x Black Knight - Ravenwing Grenade Launcher
Huntmaster - Melta Bombs

Rules:
Grim Resolve - Hammer of Wrath - Hit & Run - Outflank - Rad Charge - Ravenwing - Scout - Skilled Rider - Stasis Anomaly

Ravenwing Black Knights (200)
4x Black Knight - Ravenwing Grenade Launcher
Huntmaster

Rules:
Grim Resolve - Hammer of Wrath - Hit & Run - Outflank - Rad Charge - Ravenwing - Scout - Skilled Rider - Stasis Anomaly


+ Elites (215) +

Ravenwing Command Squad (215)
4x Black Knight - 2x Ravenwing Grenade Launcher - Ravenwing Company Banner
Ravenwing Apothecary
Ravenwing Champion - Blade of Caliban

Rules:
Feel No Pain - Grim Resolve - Hammer of Wrath - Hit & Run - Outflank - Rad Charge - Ravenwing - Scout - Skilled Rider - Stasis Anomaly


+ HQ (480) +

Interrogator-Chaplain (170) - Auspex - Power Fist - Rosarius

Rules:
Deathwing - Fear - Preferred Enemy (Chaos Space Marines) - Zealot

Crozius Arcanum - Shroud of Heroes - Space Marine Bike
·
Rules:
Feel No Pain -Hammer of Wrath - Shrouded

Librarian (110) - Psychic Hood

Rules:
Deathwing - Grim Resolve

Force Axe - Space Marine Bike
Psyker Mastery Level 2

Sammael (200) - Iron Halo

Rules:
Grim Resolve - Outflank - Ravenwing - Scout - Skilled Rider

Warlord Trait:
Rapid Manoeuvre

Corvex (Jetbike) - Plasma Cannon
Raven Sword

Rules:
Eternal Warrior - Fearless, Gets Hot - Hatred (Chaos Space Marines) - Hit & Run - Mastercrafted - Swift Vengeance


++ Dark Angels Formation Detachment (225+95) ++ Ravenwing Support Squadron

Rules:
Grim Resolve - Interceptor - Ravenshield - Strafing Run - Support squadron - Anti-Grav Upwash

Ravenwing Land Speeder - Heavy Bolter - Typhoon Missile Launcher
Ravenwing Land Speeder - Heavy Bolter - Typhoon Missile Launcher
Ravenwing Land Speeder - Heavy Bolter - Typhoon Missile Launcher

Ravenwing Darkshroud (95) - Assault Cannon

Rules:
Deep Strike - Fear - Icon of Old Caliban, Jink - Outflank - Ravenwing - Scout - Shrouded - Stealth


++ Selection Rules ++

Anti-grav Upwash:
With at least 3 Ravewning Land Speeders, a Speeder can move an additional 6" when moving Flat Out.

Grim Resolve:
A model with this rule has Stubborn and therefore ignores negative Leadership modifiers. In addition they may never choose to fail a morale check. Allows overwatch to be resolved at BS2.

Hatred (Chaos Space Marines):
Reroll all misses in the first round of each close combat.

Icon of Old Caliban:
All friendlies within 6" have Fear and Stealth. Units beginning their assault phase within 6" are not subjective to Overwatch.


Rad Charge:
On a to-wound roll of 6, two wounds are caused independent from the targets toughness.

Ravenshield:
May fire overwatch if another Ravenwing unit within 24" is being assaulted.. To fire a template weapon, they must be within 6" of the charged friendly unit.

Ravenwing:
Reroll failed cover saves when jinking.

Stasis Anomaly:
Every model of a unit hit by one or more weapons with this special rule suffers a -1 penalty to their Weapon Skill and Initiative, to a minimum of 1, until the end of the turn.

Swift Vengeance:
Sammael may fire up to two weapons.

Warlord Trait: Rapid Manoeuvre:
Your Warlord, and any unit he joins, can either roll 2 dice when they run, using the highest roll, or can add D6" to any Turbo-boost they make (or Flat Out move, in the case of Master Sammael on his Land Speeder).

Zealot:
Automatically pass all Pinning-, Fear- and Regroup tests and Morale checks. Cannot go to ground or use the "Our Weapons Are Useless" rule. Unit re-rolls all failed To Hit rolls during the first round of each close combat.

Wednesday, August 12, 2015

Ravenwing by Izzy DeLuna

This is one of the best commissions ever !

Enjoy.





Here is Izzy's Facebook page:


I have to rate Izzy as coming in right behind GMM in overall quality. Check him out !!!


Tuesday, July 28, 2015

Pure Armies


Now that ATC is finally over I want to spend time demonstrating how to competitively play pure armies - for example Ravenwing Strike Force with nothing outside that datasheet. Obviously this means no super friends or Librarius Conclave so it's kind of like a vegan diet which will require a modicum of discipline. Don't get me wrong though - I am all for mixing your army but by playing a straight list you will learn it inside out which is what you really want as a competitive player to hone your skills.

There are lots of very competitive choices for mixing Ravenwing and I've already named a couple. Iron Hands Chapter Master on a bike with Gorgon's Chain is another good one. Like I said above though I want to start off pure so I can learn everything there is to know about the Ravenwing.

When I first started to play White Scars it wax really tough as I didn't really know what I was doing and lost a lot of games to the point where I considered dropping the hobby. I started to learn how to play White Scars by playing in low point tournaments (750 - 1250 points) which gave me the experience I needed to develop a solid core. I have chosen Ravenwing as my next army because my first army was Dark Angels which I played for years and because I like biker armies for the inherent mobility. If you follow this series of articles you will learn through my own experience.

I consider Ravenwing to be an upcoming army based upon what I saw first hand at ATC. It's time put away super friends for now and embrace a new army. I can shore up some points by dropping the Space Wolf component. At this point I can't say if Ravenwing will be as competitive as BikeStar as BikeStar currently has an answer for everything. Ravenwing has no S10 to deal with things like super heavies and gargantuan creatures.

It can be fun to try new things !