Played against my buddy time, first game with the new Space Marine codex, and his with the new Guard codex.
My list: (7 CP)
Lieutenant - Jump Pack, Teeth of Terra, Storm Bolter
Lieutenant - Storm Bolter, Chainsword
Scouts x 10 - Snipers, Camo Cloaks, Heavy Bolter
Scouts x 10 - Snipers, Camo Cloaks, Heavy Bolter
Scouts x 5 - Bolters
Venerable Dread - Twin LC + ML
Venerable Dread - Twin LC + ML
Captain - Jump Pack, Storm Bolter, Power Sword
Vanguard Veterans x 10 - 20 x Plasma Pistols
Vanguard Veterans x 10 - (5 x Dual LC, 2 x SS + CS, 3 x TH + SS)
Aggressors x 5 - Boltstorm Gauntlets/Launchers
My opponents Guard list (9 CP)
Primaris Psyker x 2
Infantry Squad x 6 - 8 x Lasgun, 1 Flamer, Sarg w/ Las Pistol and Chainsword
3 x Heavy Weapon Squads (6 x Lascannon, 3 x Autocannon)
Ratlings x 8
Tank Commander (All Plasma, las hull)
2x Leman Russ (All Plasma, las hull)
Chem-Dog Hellhound x 3
Wyvern x 3
It was Tactical Escalation, we played Table Quarters (9" from center)
I placed Shrike/ToT Lieutenant/Aggressors/Melee Vanguards in SFTS. I placed the Jump Captain and Plasma Vanguard in Deep Strike
My scouts deployed on 3 objectives (one on his flank), bolter scouts in the middle, last one anchoring the objective in my deployment.
Notes on deployment: we frequently set up our tables for long board edge deployment, and then do the standard roll off. When we got quarters, he got to choose, and chose the best quarter, and my quarter was awful (once piece of area terrain)
He deployed Chem Dogs to one side, Plasma Lemans to the other. All his heavy weapon times deployed in a building in the center of his field, and his entire LZ was bubble wrapped with Infantry.
I deployed first, we rolled off (me with the +1). I rolled a 5 (thus a 6) he rolled a 2. He then tried to seize, and succeeded.
I proceeded to deploy my Aggressors in area cover near his right flank, in front of them which was the building with the heavy weapon teams (about 16" away) 3 of the bubble wrap squads (about 12" away), and his chem dog hellhounds. I placed Shrike/Vanguards/Lieutenant behind the same building, and my Scouts were on the top floor.
He went first, he drew an objective he was already on, easy point. Most of his army shot at the aggressors, and only managed to kill 3.5, and honestly 3 wounds of that was Mortal from the psychic phase. He kept the Chem Dogs in his deployment to discourage me from assaulting. On his left flank his bubble wrap advanced, and it along with the heavy weapon teams shot at those scouts and took out half of them. His right flank advanced as well into my aggressors so he could use FRFSRF on both squads, putting them about 5" from my aggressors. My first turn casualties were 3 Aggressors, 5 scouts, and one SS/CS Vanguard. Overall, not too shabby for getting alpha struck
On my turn, I pounced. I drew Area Denial. My Vanguards/Shrike/Lieutenant all Jumped over the bubble wrap that had advanced on my agressors, landing in the middle of his right flank. My Plasma Vanguards and the captain dropped into terrain mid field to shoot at the bubble wrap to secure my area denial. My 5 scouts left shot at the Commisar, taking it to 1 wound. My other scouts shot at Creed, and did 2 two wounds. My Ven Dreads held their ground and both opened up on the Tank Commander, taking him to 4 wounds (Worth noting one of my Ven Dreads rolled double 1's on his LC hits, and he would go on to do this twice more over the course of the game - every turn I debated using the CP to allow him to reroll 1s to hit, but told myself "you won't roll snake eyes again!").
The 3 aggressors wiped out the bubble wrap squad right in front of them. The lieutenant and two frag grenades from Shrike/The Vanguards peppered the other. My plasma vanguard cleared the center of the board to score the 12"/D3VP version. In my assault phase, I did a large round of multi-charges. Shrike charged two chem-dogs standing too close together (shutting down their overwatch and shooting next turn). The Vanguards charged one of the same Chem dogs, the heavy weapons team, and one of the remaining infantry units. My lieutenant charged Creed. My 5 bolter scouts charged the remnants of the last infantry squad preventing me from scoring D3 instead of 1 on Area denial.
Shrike did no wounds to a Chem Dog. Vanguards did 6 wounds to one of them and killed the heavy weapons team. My Lieutenant killed Creed, but not before my buddy blew the assault interrupt and attacked him first, dealing two wounds (and I took one to overwatch, dropping him to one). My bolter scouts on the other flank killed the last of the infantry in hand to hand, but not first without losing 3 to overwatch (facepalm).
End of the round - Guard 1, Raven Guard 3 (I rolled a 1 for my D3 on Area Denial, I got warlord and first blood)
Guard Turn 2: His cards were take the objective my scouts and agressors were sitting on, and Hold the Line. (half my army was in his deployment zone at this point).
Chem dogs fell back. The other heavy weapon's teams fell back to not risk getting charged in my turn. The remaining Chem Dog that did not get charged or shot at zoomed up point blank on Shrike.
He shot shrike with the Chem Cannon and Heavy flamer (rolled 6 for Chem hits, and 5 for Heavy Flamer hits) and took shrike to two wounds. His ratlings killed my Lt on one wound. The rest of his flank shot at the vanguards (including 12D6 worth of Wyvern shots), and finally finished them (I made a lot of Storm Shield saves against the Leman Russ plasma, the Vanguards selling their lives dearly to prevent Shrike from getting shot at). His psykers tossed out more mortal wounds on the aggressors, taking me down to just the Sergeant wounded.
0 Points scored. He ditched the other card objective I was on, and kept Hold the Line
Raven Guard turn 2: I drew Supremacy and Kill the Witch (kill a Psyker, whatever its called).
In falling back with most of his stuff, one of his primaris (who moved up to smite the aggressors) was the closest to me. My dreadnaughts advanced. The Plasma Vanguard and Captain jumped deeper into midfield to lay into the Tank Commander. My small squad of scouts killed the wounded commisar with sniper fire. The full squad of scouts killed the platoon leader. My Agressor sergeant shot the primaris to bits. Shrike ran back into cover near the Aggressors. Dreads shot at and damaged one of the plasma Lemans, and the Vanguards overcharged and shot up the tank commander, the explosion did a nice smattering of mortal wounds to the other primaris, his heavy weapon team, and an adjacent Plasma Leman Russ.
I scored Supremacy for D3 (rolled a 1 again), and I scored the witch kill for the primaris my aggressor shot up.
End of Round 2: Guard 1 - Raven Guard 5
Turn 3 - He drew back up to three by drawing two cards. One of which was kill a unit (or 3 for D3, 6 for D6, etc), and an objective card he was already on.
Guard: His chem dogs all advanced on my pocket of resistance (Shrike on two wounds, the Agressor Sergeant, and my 10 scouts). The remaining Plasma Lemans wheeled on one of my dreads. Ratlings stayed still to take potshots on my Jump Captain.
Chem dogs killed Shrike, giving him Slay the Warlord. All remaining heavy weapon teams shot at the Aggressor Sergeant, failing to kill him. Wyverns (and the two remaining Lemans) shot at my center field vanguard, killing them all. Ratlings cracked a couple more wounds into my captain and backed up.
He scored 3 points, taking him to 4.
Raven Guard Turn 4
I drew 2 cards I couldnt complete, and two I could (secure objective X, and kill a character).
I realized at this juncture I just should focus on his little amount of infantry, because if it came down to vehicles (my two fully healthy Ven Dreads against wounded Chem Dogs and Wyverns) I would win out easily. Scouts killed the wounded primaris, aggressor sergeant killed the remainder of the last heavy weapons team. Both my Ven Dreads shot at the closing Chem Dogs crippling one, while advancing on the ratlings (alongside the Lieutenant on foot).
I discarded one of the cards I couldn't complete.
End of Turn 4: Guard 4, Raven Guard 7
Guard Turn 5: He drew a bunch of crap he wouldn't be able to score
Chem dogs advanced further up-field. Plasma Lemans took potshots at my scouts, killing a couple. Wyverns laid into the Aggressor Sergeant, this time killing him. Chem dogs finished off the scouts. Ratlings put a wound on my foot-bound lieutenant.
He scored no points and ditched Domination (one of the cards he drew).
Raven Guard Turn 5: I drew a couple of cards I could complete and a couple I couldn't, nothing shocking.
Ven Dreads advanced, shot at and blew up both wounded Chem Dogs (leaving one) and my lieutenant and dread charged the ratlings, killing them. I scored two points and passed the turn.
End of Turn 5: Guard 4 - Raven Guard 9 (I also had linebreaker at this point and he did not).
At this point my buddy conceded because it was two ven dreads and a lieutenant against 3 wyverns and a chem dog.
The -1 to hit is amazing, and his Plasma Lemans were basically garbage. I told him I think he should run the cheaper, and either with a battle cannon turret or punisher turret, imo.
Aggressors are just as good in game as they are on paper. In cover and over 12" away they are surprisingly durable.
Both units of Vanguard were a major disappointment, but no shock there. Nearly 700 points of elites, and they killed maybe ~250 worth back.
I rolled awful every time I sent Shrike in, and he dumpstered out hard (and made me wish he was Lias)
I really dig the Ven Dreads equipped for range, they do quite nicely, and the BS 2+ offsets the desire to move nicely.
20 Sniper Scouts were good, but not great.
I dig Teeth of Terra, worked nicely.
I put heavy bolters in the scout squads so I could use hellfire shells, but then I couldnt bring myself to spend some of my 3 remaining command points after deployment to use it.
SFTS is godly, and it makes me feel like RG in 7th with SSKT.
More thoughts later on lists (and a potential "final" build list).