Skip to main content

The single list Ravyn Challenge - Completed

Some quick background - I ended up getting challenged to single list Ravyn at a local SR.  We do usually allow ADR so I agreed if I could use specialists since she is on the ADR roster.  We had a pretty solid turnout with 15 players.  The event went 4 rounds.

My Ravyn list


Retribution Army - 75 / 75 points
[Theme] Defenders of Ios

(Ravyn 1) Ravyn, The Eternal Light [+30]
 - Helios [34]
Arcanist Mechanik [2]
Eiryss, Mage Hunter of Ios [0(7)]
Fane Knight Skeryth Issyen [0(8)]
Houseguard Thane [0(4)]
House Vyre Electromancers [8]
Houseguard Halberdiers (min) [8]
 - Houseguard Halberdier Officer & Standard [4]
Houseguard Riflemen (max) [15]
Arcantrik Force Generator [17]
Arcantrik Force Generator [17]

Retribution Army - 39 / 75 points

Heavy Rifle Team [4]
Heavy Rifle Team [4]
House Vyre Electromancers [8]
Lynus Wesselbaum & Edrea Lloryrr [5]
Stormfall Archers [9]
Stormfall Archers [9]

The bottom 39 points are my specialists.  I wanted to be able to swap in some harder hitting for different match ups.  We have multiple local skorne and khador players.  I don't think Khador was actually represented but there were 3 skorne players.

Round 1 - Standoff

I get paired with Circle.  My opponent is an experienced player but has been a little bit out of the game.  His list is a little bit odd mostly because it is actually intended for an upcoming whos the boss.  The downside is it is not optimized for a standard game (no theme some odd pieces) on the upside it has lots of potential to do the weird stuff that gets you points in whos the boss.

Circle Army - 75 / 75 points

(Baldur 1) Baldur the Stonecleaver [+31]
 - Feral Warpwolf [18]
 - Feral Warpwolf [18]
 - Pureblood Warpwolf [17]
 - Shadowhorn Satyr [12]
 - Wold Wight [5]
Blackclad Wayfarer [4]
Blackclad Wayfarer [4]
Wolf Lord Morraig [8]
Death Wolves [9]
Shifting Stones [3]
Tharn Bloodweavers [8]

I win the roll and opt to go first.  He picks the side with a forest in his zone that the objective is sitting in.  Round 1 I run pretty much everything up.  I end up with halbs, issyen, and electromancers on my right with Helios being right center.  AFGs are center and left center with rifles on my left.  On his turn 1 he runs his beasts and has his bloodweavers across from my halbs with the shadowhorn, pureblood, and woldwyrd on that side.  He has both ferals, the stones, and the wolf group on the my left and the blackclads fairly center.  Baldur opts to put a forest on himself and forest walk up to the forest in his zone, casts solid ground, and Feats.

Round 2 Baldur is in range of both aim afgs and eiryss can walk and get there.  He is def 18 on his feat but thats boosted 9s to end this game early.  Eiryss misses and 2 of the afg shots miss.  Fortunately with the ranges involved the only piece I'm really giving up is Eiryss and I'm ok with that.  I shift gears to try to take dismount Morraig to limit his mobility.  Hit him with a 5 man CRA for 7 damages then miss him with a 4 man (one rifles was stuck behind a forest on my side).  The halbs can get to the shadowhorn and the woldwight despite feat so they mini feat and charge and remove both beasts.  Helios moves up across from the pureblood and manages to hit a 13 on one of his shots to push it back out of range of doing much to me.  Issyen and the electromancers just run into positions to follow up the halbs.

On Baldur's round2 he wants to start clearing the circle zones.  The bloodweavers, one blackclad, and the pureblood combine to clear the halbs and the bloodweavers are all in the zone to score.  Morraig charges into the rifle he can see and kills all 3 that are in the left zone.  One feral charges in to kill another couple of riflemen and eiryss.  his stones port into the left zone to score.  Baldur moves to the other side of the object and out of the forest to be safe from my guns but leaves the one feral out of control range.  The other feral and the death wolves position to wade in afterward.

Score 3-1 Circle

Round 3 That could've been worse mostly because I lost what I expected to and he didn't contest my rectangle so I'm only down 2.  I'm not sure what the hell I am going to do with Morraig but I think I can kill the pureblood and the one feral and if my leaps are good clear out the weavers and even up the score. Issyen starts things off by charging the pureblood but staying at reach so he can reposition to the weavers.  He does a good bit of damage from being angry and gets into position to spark node.  Electromancers go next moving into the zone and zapping Issyen.  I roll 6 total leaps between the three of them and clear the weavers and the zone. 

Helios goes in and pummels the pureblood and puts up repulsor.  The Thane runs to contest his rectangle.  The AFGs go and start shooting the feral knocking it down.  After all my attacks it is somehow on 2 boxes but its knocked down and out of control so probably ok.  The rifles are all engaged but shift around to contest the circle.  I score 2 with Ravyn hiding in between the AFGs with Veil up and just outside of trample range from the healthy feral.

Score 3-3

On Circle side of the turn he wants to clear his zones and start working on helios.  Helios gets marked by one blackclad.  Morraig clears the zone again and repositions into the AFG.  The nearly dead feral doesn't do much.  The deathwolves move up and Caleb and Tala each kill and rifle.  Skoll and Tala are base to base with each other and right next to the beat up feral.  Baldur moves to a safer position and puts primal and stoneskin on the full life feral.  After some measurements with how much forest it needs to get through to get to helios it ends up having to warp speed to get there.  It takes out one side but leaves helios on about 10 boxes with one arm, movement, and cortex up.  The other black clad runs into my zone to contest.  We are both contesting rectangles but both score a circle.

Score 4-4

Round 4  I go to work killing heavies so I can try to bully the table.  Issyen charges into the feral with stone skin and does a nice chunk of damage.  Helios fails to kill it with some misses on his good fist but it is mostly dead.  The engaged AFG shifts just a little bit to block off an access to Ravyn but leaving her some line of sight.  It dismounts and kills Morraig.  The second AFG guns down the contesting blackclad and finishes the almost dead feral.  Ravyn takes a shot at Tala using blaster to kill Skoll.  My thane charges the objective doing some damage to it.

Score 6-5

On the bottom part of the round the primalled feral ends up having to hit Issyen and with it being mostly crippled fails to dismount him.  The remaining blackclad fails to kill the thane with a spray, Caleb and Tala run up to engage AFGs.  Baldur repositions.

Score 7-6

Round 5 I move one afg away from Caleb taking a freestrike that it doesn't care about but contesting the zone.  It kills 2 stones.  Ravyn charges Caleb killing him after his corpse and killing the last stone with a quickwork.  The other AFG kills Tala clearing the zone.  Helios finishes off the Feral and the thane charges and kills the last blackclad leaving pretty much just Baldur on his side.

Score 9-6

On the bottom of the round he decides he wants to see how much Baldur can kill since I'm going to score 2 and win and he can't really kill both Issyen and the Thane constesting his rectangle.  He charges Helios and kills it, issyen, and has enough left to throw an earthspikes at the electromancers killing one.

Score 11-6 Ret win
Thoughts - Missing that assassination play kind of sucked but Ravyn's ranges are such that it didn't really cost me.  The bigger issue in reality was not dismounting morraig.  Otherwise everything went about as well as expected.  No knockdown circle is kind of a real pain when your primary hit buff is accurate knockdown.  Glad to have that one out of the way.

Game 2 - Breakdown

I get Iron mother with double Prime Axioms.

Convergence Army - 75 / 75 points
[Theme] Destruction Initiative

(Directrix 1) Iron Mother Directrix [+27]
 - Assimilator [16]
 - Corollary [6]
 - Prime Axiom [38]
 - Prime Axiom [38]
Attunement Servitors [0(4)]
Elimination Servitors [0(3)]
Elimination Servitors [0(3)]
Elimination Servitors [0(3)]
Optifex Directive [4]

I sub out into my armor cracking guns dropping the electromancers, rifles, and thane for both units of stormfalls and the heavy rifles.  He wins the roll to go first so I take the side with the longer forest planning to use my AFGs and veil to make a big line of sight block that I can pound shots into his huge bases from

Turn 1 He has the axioms off center on either side with the assimilator and corollary in the middle.  Servitors are mostly scattered around the axioms and the optifex unit is behind the center. Iron Mother is behind his smaller centralized forest.  I execute my terrain plan but in hindsight should have also had the stormfalls in my little bunker.  I had them out to threaten to score the right zone while the halbs and issyen hung out in the left zone getting some cover from a house.  He has very little to actually score so I feel like this is a game I can get up a couple of points and hold since it will be very hard for him to out shoot me with my resistance to drag.

Turn 2 He starts to see my plan and spread the Axioms out.  Some halbs get flared and die to servitors and one axiom moves over into the left zone killing another halb or 2.  On the right the Axiom moves towards the right circle and kills 3 stormfalls.  The servitors fill in around to the axioms to absorb shots.  The Assimilator moves forward in the center with Iron mother following into the forest.

On my turn I notice that when he moved iron mother into the forest she was left only in range of 1 servitor.  I pop feat and start firing.  A rifle team ends up taking out the shield guard so eiryss can strip her remaining 2 focus.  The first afg knocks her down but moves her max and almost out of line of sight.  The second afg is able to wiggle over to a narrower part of the forest and catch her with a single shot to finish off the game

Thoughts - I'm not sure how I feel about this match up in a longer game.  This scenario was probably the worst for him since it is so hard to score the circles for that list and since helios and a prime axiom have even threat ranges the rectangle becomes something of a no go zone.  I'm also relatively hard to hit outside of iron mother's feat.  He probably needs to stay compact to keep all the models guarded so I can't just cripple a prime axiom at range or kill iron mother if he opts to protect them instead.  He could also stay at extreme range but then she is basically out of the game.  It's an interesting game that I would like to play again sometime.


Round 3 - Outlast

I get to play against zaadesh2.  His other list was rasheth winds of death.  This is the same player I played the 2 test games against last week so he opts to try Zaadesh this time.  I get a chance to try my cloud wall tech.  I again swap out into my more high power shooting with the rifles, electromancers, and thane coming out and 2 units of stormfalls, lynus and edrea, and a rifle team coming in.


Skorne Army - 75 / 75 points
[Theme] Imperial Warhost

(Zaadesh 2) Lord Tyrant Zaadesh [+28]
 - Agonizer [0(6)]
 - Basilisk Krea [0(7)]
 - Desert Hydra [38]
 - Titan Cannoneer [17]
 - Titan Gladiator [15]
Paingiver Beast Handlers (max) [7]
Paingiver Beast Handlers (max) [7]
Swamp Gobbers Bellows Crew [2]
Siege Animantarax [17]

I win the roll to go first.  He picks the side of the table with a wall.  I've taken to deploying the AFGs more centrally and using Helios a bit further out.  I snipe the most central ADR so it has range to cover most of the board.  I have the halbs on my right with Issyen and the Stormfalls and rifle team on my left.  Lynus and Edrea are centered with Ravyn.  I move forward pretty aggressively because of his lack of guns.

He counter deploys both of his huge bases to my left trying to knock out helios early before I can try to remove one of his with gun fire.  From our previous game he knows that two AFGs will come close to taking out a turtle and with the rest of the heavier guns in this list I should be able to finish it off this time.  The cannoneer puts a shot into the halbs which I shield guard to Issyen.  He takes 3 damage.  Zaadesh and the gobbers put out some clouds.  Zaadesh is near both titans but by moving out to this side he is fairly far away from the huge bases and away from most of the centralized terrain.  He also puts out the Hydra animus on Zaadesh this turn.

Round 2 I can't see much of anything behind the clouds so I try (and fail) to drift some AoEs onto the gobbers.  I do use the opportunity to reposition getting a little bit further forward and Eiryss takes the opportunity to camp my flag since it is in a forest.  The Stormfalls on the left move up positioning around an angled wall to try to get some cover but not be in a nice line for a hydra spray.  Helios stays just out of the hydra's 12" threat.

On his turn he continues pushing out with the turtle.  It takes out 2 of the Stormfalls.  The hydra follows it to the left and uses the longer spray to take out a third archer.  The krea slides over to give the hydra paralytic.  The cannoneer takes another shot at the halbs only managing to kill one.  The gobbers move up and cloud.  The gladiator moves up just behind the clouds trying to get into position to try to get to some of my lines.  Zaadesh moves up and spends all his fury putting out three additional clouds.  2 are around the gladiator and 1 is on the otherside of the gobber cloud protecting the cannoneer.  The Agonizer moves up a little to be a couple of inches behind Zaadesh.  I score my flag

Score 1-0 ret

Round 3 I see the opportunity to try to use edrea to remove both of the clouds Zaadesh put out around the the gladiator and the gobber cloud.  True sight is a thing and all 3 clouds are gone exposing the heavies and zaadesh.  Helios moves up and with 3 boosted guns pushes both titans away from Zaadesh and hits Zaadesh with the last shot.  He opts to sac to the agonizer which I push back leaving Zaadesh fully exposed.  Ravyn feats and the AFGs aim to finish off Zaadesh.

Thoughts - I think the hydra ended up too far away from Zaadesh, but I also know my opponent didn't want me to get multiple rounds of shooting into it from all my guns.  If it wasn't over to threaten the spray all of the archers can hang out behind that wall making them very hard for the turtle to threaten.

Round 4 Final table - Spread the Net

On to the final table.  My opponent is a Skorne player that picked the game back up starting with mk3.  Between the two of us I think there was only one table one of us had not played out.  It had lots of rubble, hills, a trench, and 2 smallish forests.

He had Morg2 and Xerxis1 as his options.  Morg2 was in winds of death and he didn't really fancy his chances of outshooting me so he opted for Xerxis.  I once again pull my riflemen, electromancers, and thane for all my heavier shooting.

Skorne Army - 75 / 75 points
[Theme] Masters of War

(Xerxis 1) Tyrant Xerxis [+28]
 - Agonizer [6]
 - Basilisk Krea [7]
 - Tiberion [22]
Mortitheurge Willbreaker [4]
Tyrant Zaadesh [4]
 - Titan Gladiator [15]
Cataphract Cetrati (max) [18]
 - Tyrant Vorkesh [0(6)]
Paingiver Beast Handlers (max) [7]
Praetorian Ferox (max) [20]
Tyrant Commander & Standard Bearer [0(6)]

I win the roll to go first and he takes the side with close by rubble and a trench.  I deploy Helios on my left with the afgs center and center right.  The halbs go on left with helios and one unit of stormfalls.  The other unit of stormfalls, issyen, and both heavy rifles are on the right.  I move up pretty aggressively as he doesn't have much to threaten me at range.  Eiryss ends up within 17" of one cat if he wants to try it.

He opts not to.  The cats run up to threaten my guns next turn.  The tycom uses the +2 movement thing and moves off the right to provide some support.  Zaadesh puts out 2 rushes, one of both heavies.   Xerxis puts up tac supremacy on the cetrati on defenders ward on the cats (or the tycom?  I don't remember but it was on that side of the board).  He also puts march on the cetrati and tucks up in front of Zaadesh.  Both beasts run to block line of sight to Xerxis.  The cetrati move up in shieldwall into some rubble.

Round 2 I have options here to try to pull some cetrati out of shield wall and kill them with halbs and stormfalls while shooting the cats with AFGs.  Or I can try to pull the gladiator forward and then move Xerxis into range to try to kill him.  I know I can pull him forward but doing so will keep him in krea range.  If I can push him back on an angle out from behind Tiberion he will be out of krea.  Because I will need to cycle snipe that is my preferred option.  I allocate one to Helios who gets a third from the arcanist. 

Helios goes a slides just far enough forward to have both the gladiator and Xerxis in range.  I'm able to stay in the range buff bubble to make this easier.  I boost the first roll into the gladiator.  He shield guards with tiberion.  I proceed to hit the second shot and pull the gladiator forward and hit the third on Xerxis.   We call the TO over to give me the line to make sure the move on Xerxis is done correctly.  I am able to kick him out the back of the wall and the already snipe AFG aims and puts a pair of shots into him.  Ravyn activates feats and cycles snipe allowing the second AFG to finish Xerxis.


Thoughts - Afterward neither of us were sure which list choice was better for him.  The morg2 list had 1 turtle and double max reivers.  The reivers would let him get a couple of decent CRAs into an AFG before I start killing them.  Its also really not a great option for me to try to assassinate morg.  That said I'm not sure how much he gets out of his feat because of how far back I'm likely to sit and I don't think the range game favors morg2 over a longer game.

Final thoughts - I really enjoyed playing Ravyn.  The list was way better than I thought it was going to be when I was challenged to play her.  At this point I'm actually planning on continuing to use her in my pairing.  Likely with Rahn as I intend to stay in ADR.  I ended up 4-0 on the day and now with 8 games of Ravyn under my belt I have some better ideas about optimizing deployment.  As cool as an 18" drag with helios sounds I have pretty much always used snipe on a centralized AFG so it can cover big areas of board space including the side the other AFG is on.  Getting barraged by 2 AFGs isn't really a spot many things want to be in.

Comments

Popular posts from this blog

Destors in depth

Destors are a big enough block of rules to deserve a more detailed look.  As a unit they are probably too obtuse and rules dense but once played the interactions aren't actually that complicated. Lets start by just going through the models base stats.  Destors actually have a very solid basic stat line.  Most of their stats fall along the middle line of cavalry models with good speed, defense, armor, decent numbers in both attack stats, and 5 boxes.  Being cavalry they also benefit from having the option of making impact attacks and getting boosted charge attack rolls. Impact attacks are going to lead us directly into our first rules interaction.  Destors have quick work allowing them to make a basic ranged attack when they destroy an enemy model during their combat action.   The underlined part is important as impact attacks do not occur during their combat action and thus do not  trigger quick work. That leaves us two options for actually trigger  quick work.   We

I'm Back?

 So it's been a couple of years since I've played but like many other players the broad scale update has me interested. The handful of games I've gotten in have definitely been enough to whet my appetite for more. I'm hoping to use this space to continue spotlighting specific models and combos as well as the occasional battle report.  It will probably take some time for a broad tournament meta to sort out with this level of changes and it will likely be shaken up again when the Orgoth faction is released so these might need updates relatively soon. I also just finished a local steamroller with the new and, in my opinion, dramatically improved Kaelyssa so I'll almost certainly be starting with some thoughts on her changes.

The Defenders Project

So I feel like right now defenders is so much better than all of our other themes that basically every caster in the faction can just play in defenders.  With that thought I decided to sit down and make a defenders list I like for each caster.  My theory is basically that 1-2 AFGs + 1-2 Halbs = best generic list in ret so each list will also include at least one afg and one unit of halbs. Rahn Retribution Army - 75 / 75 points [Theme] Defenders of Ios (Rahn 1) Adeptis Rahn [+26]  - Chimera [8]  - Chimera [8]  - Discordia [18]  - Sylys Wyshnalyrr, The Seeker [0(4)] Arcanist Mechanik [2] Eiryss, Mage Hunter of Ios [0(7)] Fane Knight Skeryth Issyen [0(8)] Houseguard Halberdiers (max) [13]  - Houseguard Halberdier Officer & Standard [4] Lynus Wesselbaum & Edrea Lloryrr [5] Stormfall Archers [9] Arcantrik Force Generator [17] Arcantrik Force Generator [17] Vyros 1 Retribution Army - 75 / 75 points [Theme] Defenders of Ios (Vyros 1) Dawnlord Vyro