The time has come for me to end this blog. After weeks of neglect, I figure that this blog no longer serves any purpose. It's not that I've stop learning, but I much rather to start another one than keep this one running. My next blog will be much more focused on Pure Death-Raven Tacticas. This current blog however, will no longer be updated. Until next time.
A 40K Rogue Trader, Veteran and friend will be running a two day mini-gamesday in our area coming this January 5th and 6th, 2008. It'll be an opportunity to test a pure Death-Raven army at 1,750 points. I'm expecting Harley-Mech-Eldar, Mech Codex SM, Anti-Mech Necron and more marines. Let there be death amongst the Stars this January...
After playtesting this setup for more than 6 months, I finally decided to make my Ravenwing Bikers anti-MEQ... Ravenwing Bikers as Anti-MEQ Units (Plasma + Powersword + Standard Bearer + Apothecary)
Ravenwing Bikers as Anti-Horde Units (Flaming Sword Squadron)
After thinking about this for awhile, I've finally decided to start developing my own tactica for my pure Death-Raven army. This tactica will be an "evolving" tactica; it will see revisions from time to time to fine tune it to my liking. I have yet to figure out how to organize this tactica, but since this is a continuous Work In Progress, I'll worry about information layout later and let it sort out by itself in due time. For now, I'll post them in point form. Ravenwing Bikers as Assault Units (Flaming Fist Squadrons)
Fifty-Second Lesson Learned The optimal number of anti-tank weapons fielded - I've pondered on this question ever since I first fought a mechanized Necron on the table. Death-Raven lacks number, which also translates to lack of units carrying weapons. Points wise, I either have to buy more bodies or scoring units, or lower the body count and go for better weapons. Well, I still don't have a definitive answer to this question, but I keep one important rule in mind when refining my Death-Raven army list: don't go overboard. That means I shouldn't be spending too much points on one aspect of the army. Right now I have, in my current army list, 2 Ravenwing Attack Bikes with Multi-Melta and 2 Venerable Dreadnoughts with Twin-Linked Lascannons as my primary anti-tank units, while my Deathwing Terminators and Ravenwing Bikers are equipped with Power Fists to take out light-armour vehicles. I'll test this build in the weeks to come. Fifty-Third Lesson Learned To Sacrifice or Not To Sacrifice - That is the question. Cheap Land Speeders are one thing. Sacrificing cheap Land Speeders when I only have two of them, that's another. Chaplain Lucifer's Tornado (which I have been using in the past few battles) requires a player who is willing to sacrifice his Land Speeders. But I prefer to keep them alive for as long as possible. My reasons? First of all, I only have two Land Speeders in my list. Unlike in a pure Ravenwing Army, I don't have the luxury of fielding 5+ Land Speeders. I can only ever have two at most (so once they get blown up they're out of the picture, with no hope of replacing them for the rest of the battle). Second, losing just one (even though it only costs 75 points) would mean losing one scoring unit. In an army list that lacks bodies, having a solid number of scoring units is crucial because it helps you win the game, especially in capturing table quarters or game objectives. Fifty-Fourth Lesson Learned "Flaming" Tornado or "Flaming" Typhoon - I wanted all of my units to multi-role. My Deathwing Terminators are good in both firepower and close combat, and can take on infantry and armoured units equally well. Same with my Ravenwing Bikers and Venerable Dreadnoughts. But what about my Land Speeders? Chaplain Lucifer's "Flaming" Tornado (Multi-Melta and Heavy Flamer configuration) had filled this role perfectly, but there's one more variant which I haven't tested that can perform as a multi-role unit equally well - the "Flaming" Typhoon (Multi-Melta and Typhoon configuration). The Typhoon Missiles perform the same role as Heavy Flamer, except it has an extremely longer range and affect slightly lesser number of models per shot. Lastly, I found that I lack a solid firebase for anti-infantry. My Ravenwing Bikers lacks firepower to a degree where it doesn't even warrant the attention of my opponent. So I thought maybe the Land Speeder's Typhoon Missiles might help them on that job from greater distance. I'll test this variant in the weeks to come. Index of "Weekly Lessons Learned"
++++++++++++++ Index of Weekly Learned Lessons (with hyperlinks) ++++++++++++++ Lesson Learned #1 to #8: Double Date (with Necrons and Eldar) Lesson Learned #9 to #17: Grey Armies Lesson Learned #18 to #22: Lessons in May Lesson Learned #23 to #25: Lessons in May, Continued... Lesson Learned #26 to #31: View from a different window Lesson Learned #32 to #35: A different kind of Eldar (Player) Lesson Learned #36 to #40: View from a different window, Pt. 2 Lesson Learned #41 to #45: And after a month of absence... the 41st Lesson Learned Lesson Learned #46 to #51: What I have learned in this past three weeks. Lesson Learned #52 to #53: Pre-Apocalpyse Lessons Learned * Last update: October 9, 2007 *
After last Sunday's pre-Apocalypse game, I decided to revise my Army Lists (changes are highlighted in bold white) Death-Raven (1,745 points) HQ Belial with Thunder Hammer and Storm Shield Sammael on Land Speeder Elites Venerable Dreadnought with Extra Armour and Twin-Linked Lascannon Troops Deathwing Terminators #1: 1x Twin Lightning Claws, Cyclone Missile Launcher, Apothecary and Standard Bearer Deathwing Terminators #2: 1x Twin Lightning Claws and Cyclone Missile Launcher Ravenwing Attack Squadron #1: 6 Bikers, Power Fist, Standard Bearer, Apothecary and Attack Bike with Multi-Melta Ravenwing Attack Squadron #2: 6 Bikers, Power Fist and Attack Bike with Multi-Melta Fast Attack Ravenwing Land Speeder #1 with Heavy Bolter and Typhoon Missile Launcher Death-Raven (2,000 points) HQ Belial with Thunder Hammer and Storm Shield Sammael on Land Speeder Elites Venerable Dreadnought #1 with Extra Armour and Twin-Linked Lascannon Venerable Dreadnought #2 with Extra Armour and Twin-Linked Lascannon Troops Deathwing Terminators #1: 1x Twin Lightning Claws, Cyclone Missile Launcher, Apothecary and Standard Bearer Deathwing Terminators #2: 1x Twin Lightning Claws and Cyclone Missile Launcher Ravenwing Attack Squadron #1: 6 Bikers, Power Fist, Standard Bearer, Apothecary and Attack Bike with Multi-Melta Ravenwing Attack Squadron #2: 6 Bikers, Power Fist and Attack Bike with Multi-Melta Fast Attack Ravenwing Land Speeder #1 with Heavy Bolter and Typhoon Missile Launcher Ravenwing Land Speeder #2 with Heavy Bolter and Typhoon Missile Launcher I decided to revise my Army Lists because there were certain areas in it that I found lacking or redundant, as listed below:
Based on my findings above, I reckoned that if I use the Land Speeders to act as additional firebases to support my Ravenwing Bikers from long range, my Land Speeder would have an easier time surviving the battle. This Typhoon Land Speeders can pepper enemy infantries from safe distance, a role usually filled by my (overworked) Ravenwing Bikers. This build would have problems against a mechanized army, but as long as the enemy have infantry units the Typhoon Land Speeders will always have a use. A quick calculation tells me that the more armoured units there are in a list, the weaker the armour value will be for each of them. The more infantry units there are in a list, the lesser the number of armoured units there will be. All in all, this (revised) list could theoretically take on a mechanized army, assuming that the armoured units roll in one or two units per turn. Theoretically... * Note to self: I should post this under Lessons as well. *
Last Sunday night was our W40K group's pre-Apocalypse game. There were 2 players aside with each players bringing 2,000 points to the table. It didn't quite feel like Apocalypse, though. At the end of the game (at 4:00 am the next day) I quickly deduce that in order for any game to feel like Apocalypse, each participants must have at least 3,000 points of army and there should be at least 6 players minimum. Alas, if only we have 6 players with a 3,000 points army. Still, it was enjoyable. Instead of playing a normal game, we decided to play a scenario (Ben's idea) where Ben and Rizal (Necrons and Orks respectively) attempted to sneak into our (Allen and I) base without being spotted by our sentries. The Xenos players managed to sneak in more than half their total army to within assault range. Fortunately, my whole army was in Reserve (except for Sammael) while Allen's Blood Angels army bore the weight of the initial assault. 'Tis was a bloody battle, but in the end the Space Marines prevail because we secured the objectives after 4 turns (the scenario's limit). We need more players... for Apocalypse!
Tonight my friends and I are going to try out a 2-vs-2 at 4,000 points per side (that's 2,000 points per player). I'm going to try out my latest 2,000 Death-Raven build for tonight's carnage. My ally is a Blood Angels player, probably going for an assault-based built. Our enemies are Xenos of the foullest kind: Orks and Necrons. "'Tis going to be a bloody battle... " |
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