I played two games to test this list.
My first game was against Me_Person's Godzilla Nids. Needless to say, I wasn't expecting much, but I decided to give it my best shot. At the end of the game I killed 2 Carniefexes and all his Geenstealers, he killed everythin in my army. I think it was a successful test overall as I was able to gage how certain things worked, and I did start to worry him at a few points in the game.
My second game was versus Capt. k's Sisters army. This I consider my first real test as it was against a more balanced competitive list. The mission was Take and Hold Gamma (my favorite mission). In the end , I pulled out a victory by dropping 2 Land Speeders on the objective. It was a hard fought game, I made plenty of mistakes that was fortunately compensated by Capt. K's horrendous dice rolls. For example, I thought it would be a good idea to assault both is characters with my Command Squad and the Chaplian, a combat that he couls have easily won with average rolls, but I came out of the combat with a fully operational chaplain and my powerfist sergent in tack.
Things I learned:
1. Running a Chaplain with a 6-man Bike squad with Powerfist and Ravenwing Standard adds a good CC punch to the army. It isn't the best, but I tend to think every army needs some assault element and I think this is the best the Ravenwing get.
2. The Standard worked well for me. Having that extra Powerfist attack or even allowing the bikes to have a base 2 attacks worked really well everytime that squad was in a protracted combat. I will probably put the standard on the Sergent in that squad.
3. Avoid Terrain with my bikes. I have been so used to my move through cover with my Chaos bikes that I made the mistake of moving through terrain a lot with my bikes in the first game. I probably lost three or four bikes in that game due to Dangerous Terrain tests. I almost lost my Chaplian just to dangerous terrain.
4. Apothecary can save Dangerous Terrain test. I read the rules and it is "once per turn". Now I wonder if it is player turn or game turn.
Overall, the army is hella fun to play. Very quick and not as fragile as I imagined. I look forward to puting the actual army on the table top in the near future.
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