Tactical Debrief: Ravenwing, Raptors, and the Archangels Orbital Intervention Force

I recently played a game with a new 2000 point army list that I have wanted to try out for a while.

Specifically, the list looked like this:

—RAVENWING STRIKE FORCE—

*Interrogator-Chaplain with Bike, Mace of Redemption (Relic)

*10  x RW Black Knights

*RS Land Speeder with TML and HB

 

—RAPTOR COMBINED ARMS DETACHMENT—

*Lias Issodon (WARLORD)

*Chapter Master with Bike, AA, SS, TH, Shield Eternal (Relic)

*5 x Bikes with 2 Grav Guns, Combi-Grav on Sgt

*5 x Bikes with 2 Grav Guns, Combi-Grav on Sgt

 

—ARCHANGEL ORBITAL INTERVENTION FORCE—

*5 x Assault Terminators (3 x TH/SS, 2 x Dual LC)

*5 x Assault Terminators (2 x TH/SS, 3 x Dual LC)

*5 x Assault Terminators (2 x TH/SS, 3 x Dual LC)

 

I was playing against a Death Guard Traitor Legion force, using their “Nurgle-specific” Decurion (i.e. the Death Guard Vectorium), which had lots of Plague Marines and CSM, plus a unit of Bikes, a squad of Havocs, a squad of Terminators, a Helbrute, and a Spawn (my opponent used the Chaos Warband and the Plague Colony as his two Core choices and the Spawn took up the mandatory Auxiliary choice).

As you already know, all Nurgle forces get +1T (from their Mark), FNP, Fearless, and Relentless as their “Legion Tactics” (but at the cost of -1I penalty to all units too). Additionally, the Death Guard Vectorium allowed them to re-roll FNP rolls of 1 and to gain Stealth against any shooting attacks 18″ away or greater. Finally, the Plague Colony has a 7″ aura of -1WS/-1I to all enemy units (he did not have the max number of units, so he did not get the -1T debuff, which would have been quite brutal). Taken all together, even though I think he was lacking in offensive hitting power (i.e. from Chosen, Obliterators, more Havocs, Heldrakes, etc.), my opponent’s list was VERY durable and ended up shrugging off significant amounts of damage from my army.

In term of my list/strategy, I attached Lias Issodon, the Biker I-C, and the Biker Chapter Master to the Black Knights and infiltrated the entire unit after he deployed, using Issodon’s WL Trait (we were playing The Relic and he had won deploy first/go first roll). I also placed the RW Land Speeder in LOS blocking cover in my DZ (since he has going first) and kept the two Bike squads and the Archangel OIF in reserve.

Looking at each of my units/battle groups, here is how they performed:

[1] Black Knights(Grade: A)/Issodon(Grade: A)/Biker I-C(Grade: A-)/Biker Chapter Master (Grade: B) —

My “deathstar” unit, but one that did not depend on any Psychic Powers to function. I had Infiltrate, Scout, Hit and Run, and Zealot on the unit via the various members and their rules. More importantly, I had a 2+ cover save on all the Bikers (Jink + Shrouded from Issodon), which was re-rollable due to the Ravenwing special rule (well, for all the Dark Angels, but not for the Raptors). Overall, this unit performed quite well, with solid shooting, close combat, and, most of all, DURABILITY… it absorbed all kinds of enemy shooting with no casualties and was able to move to the center of the board, pick up the Relic, and then eventually win combat with a bunch of Nurgle Marines (though I did lose the Chapter Master to his Nurgle Lord in a challenge)… once they won combat, I had Issodon take the Relic and start moving back to my DZ while the surviving Bikers shot/charged more of his remaining units. In the future, I would definitely take them again in conjunction with Issodon, but perhaps take only 5 in a Command Squad (Apothecary for FNP makes them even more difficult to shift) and trade out the Biker Chapter Master for something else. Finally, they also did a great job of “vectoring” in the Archangel OIF for no scatter DS (and charge) on Turn 2, using their Teleporter Homers.

[2] RW Land Speeder (Grade: A-) —

A very solid unit that jumped around all game and provided solid supporting fire with its two missile and 3 HB shots a turn. If there had been Objectives, I think it would have been even more useful, given that it has a 30″ displacement range (i.e. 12″ Move + 18″ Flat Out) each turn, but overall, I would consider taking it again.

[3] Grav Biker Squads (Grade: A-) —

These squads performed quite well also, coming out of Reserve and using their Relentless Grav to destroy his T6/FNP Nurgle Bikers and, in subsequent turns, shoot/charge other Chaos squads (though they were not too spectacular in close combat, especially against T5/FNP Nurgle troops, who were difficult foes for even my Terminators). These were my only ObSec units in the army and, given their relative speed, would have played an even more vital role if we were in a Maelstrom or Objectives focused game.

[4] Archangel OIF Assault Terminators (Grade: B-) —

These guys all came in on turn 2 and used the Black Knight Teleporter Homers to land with no scatter and then charge multiple Nurgle squads that were moving toward the Relic in the center of the table. Two squads charged his Terminators (who had themselves just arrived) and wiped them out in a single turn and the third squad multi-charged two Plague Marine/CSM squads (they had to conduct a Disordered charge anyway). Over the course of the game, I think I lost almost all (if not all) of my Terminators to combat with the Nurgle forces, in part because they had limited attacks on the charge, in part due to their durability with T5/FNP, and in part due to the Plague Colony debuff which made all my Terminators WS3/I3, which allowed his forces to strike simultaneously and to hit on 3+s (versus my hitting on 4+s). While the Assault Terminators did their job by destroying his Terminators and tying up several units, overall they were not as effective as I imagined they would be… I really think they need to “force-multiplied” somehow to maximize their useful in a competitive game…. I have been pondering this and I think I might try and swap them out for a Shadowstrike Kill Team with JP Vanguard, which can still use Issodon’s Locator Beacon for no scatter and do not suffer the drawbacks of a Disordered Charge when they assault from Reserve.

 

Overall, it was a good game with a very nice opponent and I learned a lot about what works (and what doesn’t work) with this new army list.

 

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