Jump to content

First game with new Ravenwing


rdemings

Recommended Posts

Greetings, Brothers! My friends and I started our first narrative campaign yesterday, and I thought it would be a great chance to bust out my bikes and speeders.

 

We did 1000pts each of ravenwing and space Marines, versus 1500pts of black legion. I took 2 typhoon speeders, 3 dual hb speeders, 2 5 man bike squads with shiny new grav guns, a multimelta attack bike, Sammy, and a 5 knight command squad with apothecary in a RWSF

 

Re-rollable jink saves are just plain nasty. I mean dirty nasty. I lost the attack bike to shooting, and a black knight to a squad of lowly cultists with a flamer, but took over 1200 pts of chaos out too...

 

Video bat rep coming later this week. I expect to see RW all over the competitive boards....

Link to comment
Share on other sites

Yeah, it was a custom mission set. And the chaos started in one of those forge world strongholds... Mission dictated that chaos would win if they made it to turn 5, and we ended up tabling him at turn 6...

 

Next mission is 1500 points of Marines versus 1850 of chaos...

Link to comment
Share on other sites

I played two games yesterday.

First game, I ended tableing the other player, unbound but he had skyhammer and deathwing formations. The grav from his dev squads hit well. 22/23 shots wounded, but 2+ rerolled jinks from sammael's squad kept them alive and te entire game he was back peddling.

Second, he had a triple Vindacator going on. So I attempted to get everyone so close he couldn't use the apoc blast, one or two guys were too far out and Dark shroud and six bikers got destroyed. I forgot to shot a few units as well so some things may have lived longer than normal.

 

Key notes though, love the Static Rift Cannon. The rerollable jink on first turn was a life saver even if you miss first round of shooting.

Link to comment
Share on other sites

I played two games yesterday.

First game, I ended tableing the other player, unbound but he had skyhammer and deathwing formations. The grav from his dev squads hit well. 22/23 shots wounded, but 2+ rerolled jinks from sammael's squad kept them alive and te entire game he was back peddling.

Second, he had a triple Vindacator going on. So I attempted to get everyone so close he couldn't use the apoc blast, one or two guys were too far out and Dark shroud and six bikers got destroyed. I forgot to shot a few units as well so some things may have lived longer than normal.

 

Key notes though, love the Static Rift Cannon. The rerollable jink on first turn was a life saver even if you miss first round of shooting.

 

Could you say what your list was for both of these games?

Link to comment
Share on other sites

Smmael

 

2 x Ravenwing Squads

2 Grav

Vet Sarge with melta

6 bikers

 

1 x ravenwing squad

Vet sarge

4 bikers

 

Command Squad

Apoth

Champion

6 bikers

 

Black knights

4 bikers

 

Attack Bikers

Multimelta

Second

Heavy Bolter

 

Speeders

Typhoon/Multimelta

Heavy bolter/Heavy flamer

Multimelta/Assault Cannon

 

Dark Shroud

 

Dark Talon

 

Nephlim

 

 

Getting ready for a tournament or two so trying to make it take all comers.

Link to comment
Share on other sites

How did the speeders perform?

While I love the MM/AC speeder (my personal favorite), the other 2 have an odd combination of weapon ranges.

 

I would think that you would want the HB with the TML and the MM with the HF.

Link to comment
Share on other sites

@Kewl Imp

Is your army unbound or how do you handle the reserve problem of the flyers?

Isual,

 

The way I would handle the "Reserve Problem" is to play friendly games.

 

Consider this.

You go up to the store looking for a game and a RW or DW player agrees to play you.

You win the roll for first turn, or they chose to go second.

You deploy, they don't put anything on the board.

They don't seize.

You move your first turn.

On their turn they say "Well I don't have anything on the board, so you win, or would you like to keep playing?"

 

So answer this question.

Do take your victory lap or do you take your second turn?

 

If Tournaments did anything to alter the rules, I would say that the best thing they could do is remove the auto win from turn 1.

Keep it for turn 2 on, but drop it for turn 1.

 

If all you want to do is win, then you don't get to play and I don't have to unpack and repack.

No matter what you chose it is a win-win for both of us, with only a hallow victory for you in one situation.

 

Even at a tournament, your perfect record would have that nasty asterisk, Undefeated, but didn't actually play.

Link to comment
Share on other sites

Don't get me wrong, i'm totaly on your side with this.

 

My personal solution would be even more simple, at least from my point of view.

To let him deoloy the flyers in reserve "as normal" and the rest on the board " as normal" of course without the auto-arrival for the flyers.

 

Sadly not all other players read the rules this way. So i would propably pay the two scout-tax and put the flyer(s) in a CAD together with an int Chappy on Bike.

Link to comment
Share on other sites

I wasn't trying to be harsh.

And I do have both types of players in my gaming club... the one type will push my level of play, the other will enhance my love for the game.

 

I used to love bringing 2 Dreads allong with my RW.

I even modeled them up to Veteran RW Dreads... yeah I know the rules don't allow for such nonsense.

 

Well now I have to either field 2 scout squads and a HQ to access them or buy 2 drop pods and a TDA HQ min.

While it is cheaper to go for the DP and TDA HQ, it is more expensive if I take a unit that will help that HQ do something other than just catch bullets.

 

But the change is effective, I am looking into picking up TDA models again, having got rid of all of my DW during a purge in 3rd edition.

Link to comment
Share on other sites

Yeah, both of my dreads have their legs replaced with the track assembly from the thunder fire cannon. My idea of what a fast attack dread would look like.

 

I would love for them to get battle focus all of the time, but could settle for it on DS.

 

Before I had considered running them as tempest land speeder.

Link to comment
Share on other sites

For both games, we treated flyers as per BRB. What would be deploy as normal. I'm reaching out to my local TOs to follow up on what they think on the matter, but I would have to say if you deploy as normal, they begin in reserve since they are flyers.

 

The Support Squad did well during the first game but during the second I kept forgetting to fire them until the end of the game.

 

@Valor, before I ran them seperately. HB/HF was anti infantry, TML/AC was light to heavy armor, MM/AC was heavy armor. Even with all the shots going to the same target, I still like the set up. It can be used to clear out hordes protected a HQ and use the MM at a way to snipe.

 

The Dark Talon pulled its weight in both battles, in one lower Belial to be picked apart by standard bikers. He was making all the Invuls from Sammy.

Link to comment
Share on other sites

Yeah, both of my dreads have their legs replaced with the track assembly from the thunder fire cannon. My idea of what a fast attack dread would look like.

 

 

I would love for them to get battle focus all of the time, but could settle for it on DS.

 

Before I had considered running them as tempest land speeder.

My friend loved the idea of rw assault squad so much he let them have jink rule for a game at a small points cost. They were amazing

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.