torsdag 26 september 2019

EEC 2019


My third EEC tournament and once again a great event with great games, drinks and people! This year I brought a Dark Angels air assault list. I usually play my marines more ground based, but I wanted to try something else this time.

EpicUK :: Dark Angels
=====================
TACTICAL [475] - 6 Tactical units plus Transport, Supreme Commander, Hunter
DEATHWING [400] - 4 Deathwing Terminator units, Captain
DEATHWING [400] - 4 Deathwing Terminator units, Chaplain
DEVASTATOR [250] - 4 Devastator Units plus Transport
SCOUT [175] - 4 Scouts plus Transport, Razorback LAS
SCOUT [175] - 4 Scouts plus Transport, Razorback LAS
SCOUT [150] - 4 Scouts plus Transport
SPACESHIP [200] - Strike Cruiser
LANDING CRAFT [350] - 1 Landing Craft
THUNDERHAWK [200] - 1 Thunderhawk gunship
NEPHILIM [225] - 2 Nephilim Fighters

Game 1, Scotland – Andy

NetEA :: Codex Astartes
=======================
ASSAULT [175] - 4 Assault Units
BIKE [200] - 5 Bike Unit
DEVASTATOR [275] - 4 Devastators, Razorback
LAND SPEEDER [210] - 4 Landspeeder, Landspeeder Typhoon
LAND SPEEDER [210] - 4 Landspeeder, Landspeeder Typhoon
LAND SPEEDER [210] - 4 Landspeeder, Landspeeder Typhoon
LAND SPEEDER [210] - 4 Landspeeder, Landspeeder Typhoon
LAND SPEEDER [210] - 4 Landspeeder, Landspeeder Typhoon
SCOUT [150] - 4 Scouts
SCOUT [150] - 4 Scouts
THUNDERBOLT SQUADRON [175] - 2 Thunderbolt Fighters
THUNDERBOLT SQUADRON [175] - 2 Thunderbolt Fighters
REAVER [650] - 1 Reaver Class Titan

Very interesting Codex Marine list with lots of Land Speeders, Scouts and a Reaver. This is definitely a build I will try some time. A lot of fun playing against, and playing with I imagine (if you have decent dice). 

I plotted my Spaceship and Devastator drop on the right hand side of the table in between my T&H objectives. I put my Terminator Chaplain in my Landing Craft and garrisoned my Terminator Captain. Andy had placed his T&H objectives tight together on my left flank, close to the center line.

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Deployment. Land Speeders and Scouts everywhere...

I dropped early turn one as a lot of his Land Speeders and Scouts was in the target area. I played aggressively throughout the turn, breaking a lot of his small formations. By the end of the turn I air assaulted and broke the Reaver, and recycled my Terminators in my empty Thunderhawk to finish it off in turn 2.

My offensive continued in turn two, where I won the initiative and Andy failed his first activation (danger of not paying through the roof for a Supreme Commander). I killed the Reaver and continued hunting his small formations. Somewhere at this point I lost focus on the objectives…

Turn three and I continued hunting formations, when I should have focused on securing the victory. In the end Andy rallied enough formation to contest my objectives and I was too far away to shift his formations. Andy did a comeback in turn three and four, much thanks to his Bikes that broke several of my formations, and I never managed to get a second objective. The game ended with a winning draw for my Dark Angels.

It was a great game but I was slightly disappointed with the outcome, since it felt like I let the win slip through my fingers. Andy was a pleasure to play even thou his dice were not cooperating throughout most of the game.

Game 2, Germany – Carsten


IRON WARRIORS COMPANY [390] - 6 Chaos Space Marines and 2 Havocs, 4 Chaos Rhino, Warsmith (Supreme Commander)
DEFILER ASSAULT PACK [275] - 4 Defilers
VINDICATOR COMPANY [250] - 6 Chaos Vindicators
ARMOURED COMPANY [300] - 3 Chaos Predator, Chaos Land Raider, 2 Chaos Hunters
ARMOURED COMPANY [275] - 4 Chaos Predator, 2 Chaos Hunters
ARTILLERY BATTERY [275] - 4 Chaos Basilisks
CHOSEN [145] - 4 Chaos Space Marine Chosen units, 2 Chaos Rhino
CHOSEN [145] - 4 Chaos Space Marine Chosen units, 2 Chaos Rhino
CHOSEN [145] - 4 Chaos Space Marine Chosen units, 2 Chaos Rhino
SIEGELORD TITAN [800]

Iron Warriors with a huge Siege Lord. I had no idea how to tackle the titan, and decided to try to avoid it. I put my Terminators in one air transport each and Devastators in the Spaceship. My plan was to take out his Armored Companies with my air assaults to get rid of his four hunters ASAP. I played corners to maximize my chances of hurting him with my Space formations.

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Turn one, and I brought in the Spaceship as it would hit three of his formations with the bombs, and bring the Devastators into a very nice position. The bombs killed one Hunter, and spread some blastmarkers. The Devastators put BMs on the nearby Chosen with the deathwind and sustained on the Vindicators, killing 5 out of 6 vehicles. Carsten played cautiously, putting his retinue and one Armored Company on overwatch. I decided to take my chances with his AA and overwatch fire and brought in the Landing Craft with Terminators to clear out the first of his Armored Companies. The reinforced armor withstood most of the AA and overwatch from both the retinue and armored company (I lost a single Terminator) and the armored company was wiped out. Meanwhile I moved Scouts forward to bog down the Siegelord who, without the support of other formations, could do little else than to assault those pesky speed bumps in front of him. My other Terminator formation assaulted and killed the remaining Armored Company without taking any losses.

At this point Carsten was focused on defending his Blitz and to push his titan over to my side of the table to deny Defend the Flag and They Shall Not Pass. His Siege Lord managed to consolidate over to my side of the table, contesting one of my DtF objectives, in the end of turn three. Meanwhile I had ganged up on his Blitzguard Retinue with most of my remaining forces, and I wiped it out in an air assault. 2-0 with Blitz and T&H in turn three.

A great game, against a very beautiful army. Almost a shame to kill things so that they would have to be removed from the table. I was surprised by Carsten choosing this matchup (as he was the German champion), but maybe it was because we gave him a choice between playing me or the World Eaters list which might have been even worse :)

Game 3, England North – Tim

I never played Vanaheim, and when reading the stat lines of all those vehicles you get a bit scared. And it does not help that the list was played by the most experienced player on the Epic UK scene with an impressive win ratio of 50%. I decided to go for it and to hurt him before he could shoot me to pieces.

I put my Devs in the Landing Craft, Terminator Chaplain in the Thunderhawk and teleported my Terminator Captain next to his Storm Troopers that were garrisoned close to the center line. I plotted the Spacecraft bombs where I thought at least one of his retinues would hide late turn one, but when the deployment was finished it turned out they would hit both a Vulture and all of the Storm Trooper transports, which made me activate the Spaceship immediately. The bombs did not do much damage, but they prepped the Storm Troopers for an assault where they were wiped out by my Terminators.

I kept pushing forward, retaining to place BMs and assault formations within reach. My Scouts assaulted and broke the Sentinel screen, but only managed to kill two of them. Tim put his BTS HQ on overwatch just in time when I was thinking of sending in my air assaults. This made me go for the Blitzguard Company instead. I sent in the Devastators to shoot the vehicles, with disappointingly little effect, and retained to finish the job with Terminators. They wiped out the company with little damage in return.

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Start of the game, after my Terminators cleared out the Storm Troopers from the ruins

Tim had a lot of air assets left, and one Air Cavalry Company. Together they managed to kill both the Thunderhawk and the Landing Craft, which was a lot more damage than I had expected. Earlier in the turn a formation of Vultures had made short work of my lone Hunter (and all the other vehicles in my BTS), and now my Nephilims got intercepted which left me very exposed to his four formations of deadly fighters.

In turn two I started by clearing the Sentinel screen between my Terminators and the company in front of them. I then decided to go for the nearby Vultures instead of the Company since my Terminators would not get into CC. This was a disastrous move for several reasons. The Vultures were prepped with BMs and I had units from three formations in support so I sent in a Scout formation. It turned out the Scouts could not hit anything, nor could they make any armor saves when the Vultures hit all of their attacks in return. Even the support, including Devs and Terminators failed to kill anything (maybe one?) and the combat went to a second round. Great! Right? No, because this time the dice were even worse and I ended up losing the combat, breaking the Scouts and spreading BMs on the three supporting formations.

Looking back I should have sustained fire with the Terminators on the Company to limit the amount of firepower coming their way. Instead the Terminators were wiped out by the about 100 Heavy Bolter shots that an Air Cavalry Company can muster. By the end of turn two I marched my Terminator Captain to avenge his fallen brothers, and to grab the Blitz. Tim did the same with his HQ towards my Blitz where my BTS was trying to put up some kind of defense.

In turn three I lost initiative, which was not a great start of the turn. In the end Tim took my Blitz, but failed to wipe my BTS, and I took his. But since all of my Scout formations had underperformed throughout the game (failing to wipe a unit of Sentinels with BMs, losing the Vulture assault, only removing 2 out of 4 BMs with a marshal) Tim had formations available to contest. And since I had lost all of my air transports, and the remaining Scouts were breaking left and right from fighter attacks, I was not able to contest objectives on my side. With some lucky dice, I might have been able to keep the momentum throughout turn two and three, despite the mistakes that I made. But in the end I lost 2-0 (Blitz and T&H) in turn three.

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Scouts trying to defend an objective from three Vultures


A very enjoyable game, despite me again letting a good position from turn one slip away. I am glad that I at least made Tim work hard for the victory.

Game 4, Colonials – Mathew

NetEA :: 13TH BLACK CRUSADE BLACK LEGION

========================================
RETINUE [425] - 8 Chaos Space Marines, (Tzeentch), Chaos Warlord (Supreme Commander), Obliterator, Daemonic Pact
RETINUE [340] - 8 Chaos Space Marines, Chaos Lord, (Tzeentch), 4 Rhino, Daemonic Pact
RETINUE [340] - 8 Chaos Space Marines, Chaos Lord, (Tzeentch), 4 Rhino, Daemonic Pact
CHAOS TERMINATORS [580] - (Chaos Undivided), 4 Chaos Terminator, 2 Obliterator, Daemon Prince, 6 Dreadclaw Drop Pod, Daemonic Pact, Chaos Champion
CHOSEN [170] - 4 Chaos Space Marine Scouts, (Tzeentch), 2 Rhino, Daemonic Pact
CHOSEN [170] - 4 Chaos Space Marine Scouts, (Tzeentch), 2 Rhino, Daemonic Pact
HELL BLADES [200] - 3 Hell Blade Fighters, (Chaos Undivided)
HELL TALONS [225] - 2 Hell Talon Bombers, (Chaos Undivided)
HELL TALONS [225] - 2 Hell Talon Bombers, (Chaos Undivided)
DEVASTATION CLASS CRUISER [150] - (Chaos Undivided)
DAEMON POOL [170] - (Chaos Undivided), 8 Lesser Daemon, Greater Daemon


A Black Legion list with a pretty nasty Terminator drop.

I put the Devastators in the Spaceship and one formation of Terminators in each air transport. Mathew garrisoned his Warlord Retinue on my right flank and put the rest of his army behind it, trying (and succeeding) to avoid my barrage.

I started by hitting his Warlord retinue with Devastator death wind, and retained with my Chaplain to go kill him. This is where my dice started failing me. I lost a Terminator in the combat (expected) but my Landing Craft took a critical hit, taking out two more stands. My surviving Chaplain got hacked down in combat resolution. The Warlord Retinue broke from its casualties and Mathew moved up a mechanized retinue to take its place. I decided to go for that one as well and moved up my Tacticals in support. I sent in the Captain to break them, but again my dice was letting me down. After two rounds of combat (with Tacticals and Devastators in support) my Terminators lost the assault despite only losing one stand and a DC on the Thunderhawk. Both Air Transports and one Terminator formation dead and one broken.

I managed to fight back decently despite the disastrous first turn. I caught his remaining full Retinue in a clipping assault with my Scouts and I started running towards his Blitz. His two bombers and fighter wing was again a big issue, harassing my Scouts, as I lost my Hunter early on. I at least managed to take out one bomber from each formation before the Hell Blades shot down my last fighter in turn two.

In turn three my Terminators caught and killed the Warlord Retinue which might have been a mistake as it took them out of reach of the nearby T&H objective. I had to spend a lot of effort to break a Retinue that had managed to rally, summon daemons and contest the Blitz. Fortunately doing so I could also grab a T&H objective. At this point I made a gamble that his Terminators (that was still in space) would land on my Blitz. As I knew I had nothing that could even hope to defend it against that drop, and my formations were badly needed elsewhere, I left my Blitz unguarded. When Mathew marched a formation of Chosen across the board to grab it I started getting a bad feeling. At this point there was not many activations left in the game, and despite awful dice it was looking decent with me controlling his Blitz and both T&H objectives.

This is where it all fell apart, and where Mathew outsmarted me. It started by me breaking my lone rallied Scout Rhino, holding the DtF objective on my left flank, trying to marshal it, and Mathew breaking my formation holding the T&H objective on the right flank with Hell Talons. He then dropped the Terminators on his own table half. They summoned daemons and marched to string out to both contest my only remaining T&H and to grab one of his T&H (the one the broken Rhino left undefended). What looked like a 2-1 victory turned into a 1-2 loss with the final activation of the game.

Hats off to Mathew for traveling all the way from Australia. We have played online a few times and it was a pleasure to be able to meet and play him in person (despite him stealing my victory!).

Game 5, Barbarians – Gerry


NetEA :: Legio Gryphonicus

==========================
WARLORD TITAN [925] - 2 Support Missile, 2 Plasma Cannon, Legate
REAVER TITAN [700] - Support Missile, Close Combat Weapon, Melta Cannon
WARHOUND TITAN [275] - Inferno Gun, Plasma Blastgun
WARHOUND TITAN [275] - Inferno Gun, Plasma Blastgun
WARHOUND TITAN [275] - Inferno Gun, Plasma Blastgun
SKITARII DEMI-CENTURY [250] - 2 Secutor, 8 Hypaspists
THUNDERBOLT SQUADRON [150] - 2 Thunderbolts
THUNDERBOLT SQUADRON [150] - 2 Thunderbolts


This turned out to be a fairly quick game. Gerry had the courtesy to move both his battle titans towards me, leaving his Blitz defended by the infantry block. My air assaults killed two Warhounds in turn one while my Devastators (in Rhinos this time) started making their way towards the Blitz together with some Scouts. As I had a decent activation advantage I did not have to commit my air assaults before his battle titans had activated, otherwise my air transports would have gotten blown up by death strike missiles. The Tacticals spent their game hunting the third Warhoud that was broken and damaged from an intermingled assault in turn one. By turn three my Devastators and Scouts caught the blitz guard in a crossfire and grabbed Blitz while my once again airborne Terminators contested the T&H his battle titans were holding. 2-0 in third with Blitz and T&H.

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I was glad to get a win in this game as it could have gotten ugly if I would have been forced to deal with one of his battle titans.

Finally…

A big thank you to Dan, John and everyone else that made this event possible and to all my opponents for five enjoyable games of Epic. Also a big thank you to Alex who saved team Sweden, jumping in as a substitute, when one of our players had to drop out.

torsdag 17 januari 2019

Ravenguard vs. Siegemasters

6:th and final play test with the Ravenguard. We were asked to test an Ambush spam army so I put together a list with three Sternguard Veterans using Ambush. The general idea was to ambush and then pick them up in Storm Eagles for a turn 2 recycle. I took a lot of AA in the list to shield the fragile Storm Eagles from enemy fighters. This time Mrdiealot brought a Siegemasters list.


Ravenguard


STERNGUARD VETERAN [300] - Four Sternguard Veteran units, Ambush
STERNGUARD VETERAN [300] - Four Sternguard Veteran units, Ambush
STERNGUARD VETERAN [300] - Four Sternguard Veteran units, Ambush
TACTICAL [375] - Four Tactical units, Supreme Commander, Hunter
TACTICAL [275] - Four Tactical units, Hunter
TACTICAL [275] - Four Tactical units, Hunter
STORM EAGLE [150] - One Storm Eagle
STORM EAGLE [150] - One Storm Eagle
STORM EAGLE [150] - One Storm Eagle
LAND SPEEDER [250] - 2 Land Speeder Tempest, 2 Land Speeder Typhoon, Land Speeder Tornado
LAND SPEEDER [200] - 5 Land Speeder
WARHOUND [275] - 1 Warhound Class Titan

Baran Siegemasters


REGIMENTAL HQ [400] - Supreme Commander, 9 Siege Infantry, Rapier Platoon (3 Rapier laser destroyer units), Thudd Gun Platoon (3 Guns), Sniper unit
INFANTRY COMPANY [200] - Commander, 9 Siege Infantry, Sniper unit
INFANTRY COMPANY [200] - Commander, 9 Siege Infantry, Sniper unit
HEAVY TANK PLATOON [300] - 6 Ragnarok Heavy Tanks
HEAVY TANK PLATOON [300] - 6 Ragnarok Heavy Tanks
LIGHT TANK PLATOON [150] - 6 Siegfried Light Tanks
SAPPER PLATOON [250] - 8 Sapper Units
FLAK BATTERY [150] - 3 Blitzen AA Guns, Gun Emplacements
FLAK BATTERY [150] - 3 Blitzen AA Guns, Gun Emplacements
MARAUDER BOMBERS [250] - 2 Marauders
MARAUDER BOMBERS [250] - 2 Marauders
MARAUDER BOMBERS [250] - 2 Marauders
FORTIFIED POSITION [75] - Up to 50cm trenches, 50cm razor wire, plus 6 Gun Emplacements.
FORTIFIED POSITION [75] - Up to 50cm trenches, 50cm razor wire, plus 6 Gun Emplacements.

Deployment


Siegemasters put the HQ in the top right corner, defending the Blitz, and everything else garrisoned in the center. Ravenguard had Land Speeders behind the ruins to the right and Tacticals spread out on the baseline.
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Turn 1 


RG 1.1 - The Warhound advances and shoots the Ragnaroks. Both macro hits are saved.
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B 1.1 - Marauders stand down
RG 1.2 - Land Speeders double and kills one Ragnarok.
RG 1.3 - First formation Sternguard Veterans ambush the Ragnaroks. 1-1 kills, but the Sternguard lose the combat and breaks with no further losses.
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B 1.2 - Second formation Marauders stand down
RG 1.4 - Tacticals double and place a BM on the AA behind the Baran lines.
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RG 1.5 - Second formation Sternguards ambush the Flack from the woods behind them. Two AA guns are killed and the Flack Battery is wiped out.
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B 1.3 - Siegfrieds advance and kill one Rhino from the BTS
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RG 1.6 - Tacticals doubles up to support the third ambush. After the screenshot was taken Ragnaroks decide to use their overwatch and kills 2 Rhinos and one Tactical from the formation.
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RG 1.7 - Sternguards fail! Supreme Commander re-roll was already spent on one other Sternguard formation.
B 1.4 - The HQ sustains on the garrisoned Land Speeders, no kills.
RG 1.8 - The Land Speeders also fail to engage!
B 1.5 - An Infantry Company marches down the left flank.
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RG 1.9 - A Storm Eagle ground attack the Siegfrieds, only one kill.
B 1.6 - The Infantry Company sustains on the damaged Tacticals, one kill and the formation breaks.
RG 1.10 - The Supreme engages the Siegfrieds. 1-1 in kills, but bad resolution dice for Barans and the surviving Sigfrieds are hacked down.
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B 1.7 - The Flack hiding in the corner behind the HQ goes on overwatch.
B 1.8 - The Sappers retain and double back, killing two Sternguards.
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RG 1.11 - A Storm Eagle ground attack the Sappers and kill three.
B 1.9 - The final formation of Marauders ground attack the Supreme. Both bombers are shot down by combined flak from the Hunter and Storm Eagle.
RG 1.12 - The final Storm Eagle picks up the three broken Sternguards that assaulted the Ragnaroks.

Turn 2


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RG 2.1 - Tacticals advance and put a BM on the Infantry in the houses.
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RG 2.2 - The Warhound retains and engage. Bad combat resolution roll for Ravenguard and the assault goes to a second round. The Warhound takes too much fire and is killed. Bad start of turn 2...
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B 2.1 - Ragnaroks in the center (just rallied) marshals to remove all BM.
RG 2.4 - The Sternguards that failed in turn one ambush the Infantry in the center houses. Finally Ravenguard manages to clear the houses from siege infantry. Three surviving Barans withdraws. The Ragnaroks get a BM from supporting the lost assault.
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RG 2.5 - Land Speeders take advantage of the BM and assaults the Ragnaroks. The tanks are hacked down in resolution.
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B 2.2 - The Sappers break the Sternguards with a BM
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RG 2.6 - Land Speeders pop up and shoots the second Ragnarok formation, no kills.
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B 2.3 - Ragnaroks fails to marshal, kills one Rhino from the Tacticals.
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RG 2.7 - The Supreme Commander doubles to set up an air assault.
RG 2.8 - The Sternguards hits the Infantry from behind. Looking back at this, I did not do the math on this one... Too much static modifiers stacked against the Sternguards, and they lose the assault. The Storm Eagle survives since all Barans within 15cm got killed. This also leaves the Supreme Commander in a bad position.
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B 2.4 - Marauders hit the Supreme. One Marauder is killed from ground AA but the remaining bomber kills one Rhino and one marine.
B 2.5 - The Infantry Company engages and wipes out the Supreme Commander. BTS to Barans.
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RG 2.9 - Tacticals (rallied after turn one) marshal to remove BMs and hack down a broken Siege Infantry.
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B 2.6 - Flack in the corner fails and removes BMs.
RG 2.10 - A Storm Eagle breaks the Infantry Company that wiped the BTS

Turn 3


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RG 3.1 - A Storm Eagle fails to break the Sappers
RG 3.2 - Knowing he is about to be broken a lone Sternguard marshals, fails and breaks.
B 3.1 - Sappers marshals
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B 3.2 - Ragnaroks sustain and breaks the Sternguards in the houses. A single unit survives.
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RG 3.3 - Tacticals engage the few remaining rallied Infantry. The Barans are wiped out.
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B 3.3 - The HQ fails to sustain.
RG 3.4 - Land Speeders spread out to defend a T&H objective.
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B 3.4 - Marauders ground attack the other Land Speeders, 3 hits three kills and the single surviving Speeder breaks.
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RG 3.5 - The flack in the corner fails and removes BMs.

Neither side has managed to secure victory. The Ravenguard have taken a lot of damage and most formations are severely damaged...

Turn 4


The battered Ravenguard formations are broken one after the other by the Barans and in the end Barans win with BTS and DTF.

Summary


The ambush ability is great, but you pay 300 points for 4 Sternguard units. I don't think spamming them is an issue. The matchup against defensive Barans was not the best, but there are many other opponents that the 4 units Sternguard formations have issues dealing with. Looking at the Ravenguard armylist I hand not considered using the ambush ability (too expensive), but after trying it out I might include Sternguards with ambush in future lists.

The Self Planetfall could use some rule clarifications, e.g. does each unit scatter individually or does the formation scatter? We used individual scatter, which was a bit annoying.

söndag 13 januari 2019

Ravenguard vs. Orks II

Another game trying out the Ravenguard list. This time I wanted to test spamming the smaller Tactical formations. Again Ravenguard was facing Orks.


Orks

MEKBOY STOMPAMOB [570] - 3 Stompa, Supa Stompa, 2 Flakwagon
WARBAND [315] - 2 Nobz, 6 Boyz, 2 Grotz, Battlefortress
WARBAND [315] - 2 Nobz, 6 Boyz, 2 Grotz, Battlefortress
KULT OF SPEED [200] - 8 Skorcha
KULT OF SPEED [200] - 8 Skorcha
KULT OF SPEED [200] - 8 Warbike
BLITZ BRIGADE [200] - Oddboy, 2 Gunwagon, 2 Flakwagon
BLITZ BRIGADE [200] - Oddboy, 2 Gunwagon, 2 Flakwagon
BLITZ BRIGADE [150] - 4 Deth Kopta
KOMMANDO WARHORDE [150] - 6 Kommandos
FIGHTA SKWADRON [150] - 3 Fighta Bomba
FIGHTA SKWADRON [150] - 3 Fighta Bomba
LANDA [200]


Ravenguard

TACTICAL [300] - Four Tactical units, Supreme Commander
TACTICAL [200] - Four Tactical units
TACTICAL [200] - Four Tactical units
TACTICAL [200] - Four Tactical units
TACTICAL [200] - Four Tactical units
TACTICAL [200] - Four Tactical units
TACTICAL [200] - Four Tactical units
LAND SPEEDER [200] - 5 Land Speeder
LAND SPEEDER [200] - 5 Land Speeder
LAND SPEEDER [200] - 5 Land Speeder
WARHOUND [275] - 1 Warhound Class Titan
WARHOUND [275] - 1 Warhound Class Titan
THUNDERBOLT SQUADRON [175] - 2 Thunderbolt Fighters
THUNDERBOLT SQUADRON [175] - 2 Thunderbolt Fighters


Setup

Ravenguard spread out the tactical formations with the Supreme Commander in the center. Land Speeders are garrisoned to the left, behind the central forest and in front of the army to screen the SC from an air assault.

Orks have their forces spread wide with one Blitz Brigade in each corner. Kommandos and Deth Koptas garrisoned. The Landa is loaded with Warbikes.
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Turn 1

O 1.1 - Fighta Bommers ground attack a formation of Land Speeders, killing three breaking the formation.
O 1.2 - The other formation Fighta Bommers repeat the process killing three more Land Speeders from another formation, breaking one more formation.
SM 1.1 - Tacticals double up to the houses on the right side of the table, shoots and kills one Deth Kopta.
SM 1.2 - Another tactical formation doubles forward and kills one more Deth Kopta, breaking the formation
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O 1.3 - Skorchas double up and kills one Tactical
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SM 1.3 - Thunderbolts fail to go on CAP
O 1.4 - The Blitz Brigade on the right flank doubles and kills both Rhinos from the Tactical formation, breaking the marines thanks to a crossfire.
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SM 1.4 - The second Thunderbolt formation goes on CAP
O 1.5 - A Fortress Mob doubles and shoots the broken marines, killing two, wiping out the formation
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SM 1.5 - Another Tactical formation doubles forward, hacking down one Deth Kopta.
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O 1.6 - Kommandos engage broken Land Speeders, wiping them out.
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SM 1.6 - Tacticals double and puts a BM on the Fortress Mob. 
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O 1.7 - The second Blitz Brigade Zzaps a Rhino from a Tactical formation on my baseline.
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SM 1.7 - A Warhound advances and kills the Oddboy and a Gunwagon from the Blitz Brigade on the right. The Blitz Brigade breaks.
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O 1.8 - Second Skorchas double
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SM 1.8 - In a risky move the Land Speeders engage the Fortress Mob. I have a lot of support set up but only two of the Speeders can reach engagement range. The Orks roll a lot of sixes and both Speeders die before the support can be used :(
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SM 1.9 - Fearing the Ork Landa, the now exposed Supreme Commander goes on Overwatch.
O 1.9 - The Landa comes in but targets the Warhound on the right instead of the Marine BTS. Thunderbolts intercept but only places a BM on the Landa. The Bikes shoot the Warhound in a crossfire and do two wounds, and one critical. No more Warhound! Image

SM 1.10 - The Tactical formation that lost a Rhino to the zzap marshals, removing all BMs.
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O 1.10 - Stompas double and shoots barrage on the Tacticals and intermingled Land Speeder. No kills.
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SM 1.11 - Tacticals double and puts a BM on the Blitz Brigade to the left.
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O 1.11 - The second Fortress Mob doubles and kills a Tactical in a crossfire.
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SM 1.12 - The remaining Warhound doubles and breaks the Landa, killing it in hackdown.
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End of turn one. A lot of marine formations have taken losses and all Land Speeder formations are broken.


Turn 2


O 2.1 - Orks win initiative and the left Fortress Mob engages the nearby Tacticals. Four marines are killed, with only one Grot in return. The Tacticals are wiped out.
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O 2.2 - Retaining, the Warbikes engage the Warhound that destroyed their Landa. The kill the Warhound straight off.
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SM 2.1 - Tacticals on the far left engages the Blitz Brigade, wiping it out in combat resolution.
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SM 2.2 - Tacticals in the building doubles back to get away from the second Fortress Mob, putting a BM on the Warbikes.
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O 2.3 - Realizing an assault on the Warbikes was coming Skorchas double to block the engage path for the nearby Tacticals, killing one.
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O 2.4 - Retaining Fighta Bommers wipe out the three Speeders that were also in a position to engage the Warbikes.
SM 2.3 - Tacticals engage and wipe out the Kommandos.
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O 2.5 - Second Fighta Bommers ground attack the BTS, but only kills a Rhino.
SM 2.4 - Thunderbolts hit the Skorchas, but manages to miss everything.
O 2.6 - Second Skorchas tries to avenge the fallen Kommandos, but all hits are saved.
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SM 2.5 - Second formation of Thunderbolts also targets the Skorchas, but only one is killed.
SM 2.6 - Retaining, the nearby Tacticals fails to engage the Skorchas, even with SC re-roll. The remove BMs.
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O 2.7 - Stompas double out to the left flank and kills a Rhino from the nearby Tactical formation.
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SM 2.7 - The lone Land Speeder marshals.
O 2.8 - The second Fortress Mob doubles back to defend the Ork table half
SM 2.8 - The Supreme Commander sustains fire on the Warbikes, killing two, breaking the formation.
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End of turn two, and the Ravenguard is not in a great spot, but a lot of the Ork ground forces are broken, and failed to rally.
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Turn 3

SM 3.1 - Finally the Ravenguard gets to go first. Tacticals engage and breaks the Skorchas on the right.
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SM 3.2 - Retaining, the Tacticals on the left runs away from the Stompas, moving towards an Ork T&H in the center. The kill a Skorcha in a crossfire.
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O 3.1 - The Skorchas doubles back to secure the T&H. They kill one marine.
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O 3.2 - Retaining, a formation of Fighta Bommers fails, even with Supreme Commander.
SM 3.3 - A lone rallied Land Speeder marches to grab the Ork Blits
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O 3.3 - This forces a Fortress Mob to double back, but they fail to kill the Speeder.
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O 3.4 - The second Fortress finishes the job.
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SM 3.4 - Tacticals engage Skorchas in the center. Bad dice for the marines and they break with two marines killed.
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O 3.5 - Fighta Bommers limit the mobility of the Marines by killing two Rhinos.
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SM 3.5 - Thunderbolts breaks the Skorchas in the center.
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O 3.6 - The Stompas spread out to take both T&H. They kill two nearby Tacticals.
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At this point Orks have DTF and T&H but are out of activations. Ravenguard needs to contest one of the T&H objectives, but broken Skorchas are blocking the way.

SM 3.6 - Thunderbolts kill one Skorcha
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SM 3.7 - The Tacticals who just lost their Rhinos advance and finishes the screening Skorchas.
SM 3.8 - The Supreme Commander marches to contest the Ork T&H


Turn 4


SM 4.1 - The Supreme Commander runs away from the nearby Stompas, onto the Ork table half, giving the Stompas a BM.
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O 4.1 - The Stompas sustain on the Supreme, killing only a Rhino and a Marine.
O 4.2 - Fighta Bommers (using the Supreme Commander re-roll) breaks the Tacticals near the Stompas.
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SM 4.2 - Thunderbolts fail to CAP
O 4.3 - Fighta Bommers wipe out a formation of two Speeders that had finally rallied.
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SM 4.3 - A very crippled Tactical formation marches to deny DTF
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O 4.4 - A Fortress Mob doubles to secure a T&H and kills one more marine from the BTS. Only the now broken Supreme Commander remains. The SC runs away to relatively secure location behind a forest.
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O 4.5 - The second Fortreee Mob doubles and tries to break the only Ravenguard formation left unbroken on the Ork table half, but fails.
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Orks now have a solid line boxing in the remaining Ravenguard forces on their table half. various broken formations to the right, Fortresses in the center and Stompas to the left. Unfortunately there is one tactical formation unbroken behind the Ork battle line denying both TSNP and DTF. 

Ravenguard has a few activations left, but no way of changing the score so we did not bother to play out the final activations. Draw, with Orks winning on points.


Summary


Rough start of both turn one and two for the Ravenguard. The Fighta Bommers massacred my Land Speeders and Rhinos, while my Thunderbolts seemed unable to hit a stationary target from point blank. Also, most of the Tacticals seemed to have left home without their power armour. Anyway I should not blame the dice...

I have tried this list once before in a game we never finished, that time against Black Legion, with similar results. The Tactical formations are too small to handle things like Mobs with a Fortress, Stompas of a BL Retinue and they are fragile because of their size. At the same time its hard to win against this army, since it has a lot of activations that tend to survive engages and later rally. Not a list I would bring to a tournament...