I am still thrashing out my Ravenwing and Daemon lists. I am going to do a bat rep of how they got on.
Taking a page out of Jy2's book, I am going to put up a little poll and the lists before I post the bat rep. Maybe get some tactical info as well

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Btw, I have listed the Daemons greater rewards, I know they are randomly rolled for in case someone says that - just added them so know what they have got
Dark Angels 'Ravenwing' - 2,000 points
HQ
Sammael
Ravenwing Command Squad - grenade launcher, banner of devastation & apothecary
Techmarine - bike & power field generator
Troops
5 x Ravenwing Bikers w/ Attack Bike - 2 x meltaguns - Attack Bike w/ multi melta
5 x Ravenwing Bikers w/ Attack Bike - 2 x meltaguns - Attack Bike w/ multi melta
5 x Ravenwing Bikers w/ Attack Bike - 2 x flamers - Attack Bike w/ multi melta
5 x Ravenwing Bikers w/ Attack Bike - 2 x flamers - Attack Bike w/ multi melta
5 x Ravenwing Bikers - 2 x plasma guns
5 x Ravenwing Bikers - 2 x plasma guns
Fast Attack
8 x Ravenwing Black Knights - 2 x grenade launchers
Daemons - 2,000 points
HQ
Bloodthirster - blade of blood & dark blessing
Keeper of Secrets - corpulescence & lash of despair
2 x Heralds of Tzeentch - locus of conjuration
Herald of Tzeentch - locus of conjuration
Troops
13 x Pink Horrors
13 x Pink Horrors
13 x Pink Horrors
10 x Plaguebearers
Fast Attack
10 x Flesh Hounds
10 x Flesh Hounds
Heavy Support
Daemon Prince - daemonic flight, warp forged armour, daemon of slaanesh, lash of despair & touch of uncreation
Daemon Prince - daemonic flight, warp forged armour, daemon of slaanesh, lash of despair & dark blessing
Deployment
Ravenwing get the strategic trait which gives stealth and move through cover when in ruins and Daemons get -1 to opponent's reserve; like that's going to be useful.
Ravenwing win the roll off for table side and deployment, they choose the lower right hand side and go first. Super unit of Knights is deployed on the left inside a ruin while flamer units and Attack Bikes hang at the front of the formation. In the centre is the Command Squad supported by melta units and holding the rear the two plasma units.
Daemons got a pretty gakky half of the table, only three big ruins to hide behind and a reasonable size tower uint top left. The Princes, Thirster a Flesh Hound unit and Horror unit deploy behind the largest ruin on the far left. Keeper supported by two Horror units hides behind the tower unit while the other Horror unit and Flesh Hounds deploy in the other large ruin towards Daemons' table edge. Plaguebearers go into reserve.
Keeper gets invisibility power (one I wanted) and hallucination. All Heralds switch their powers for prescience.
Rolled off to see if Ravenwing can move up ruins (rulebook says agree with opponent), roll off says no. Objectives had been placed on first floor ruins near the Ravenwing while Daemons played two in their deployment zone on upper levels which the Ravenwing cannot reach.
* Tactical Notes
The flying monsters are a real threat to the Ravenwing. If the
RW can scout and keep first turn, then they should be able to lay down dakka and take out a few flying monsters first. The Thirster is probably the biggest target among them as will drop down and assault units and murder them and is also the warlord.
Flesh Hounds are a real pain in the arse and can chew up depleted
RW units pretty easily. Grenade launchers firing rad grenades and then some plasma treat should sort them out.
For the Daemons the Black Knights and Command Squad are going to be the high priority targets; the Command Squad because of the banner and also Sammy while the Black Knights because of sheer fire power. If the Knights can be whittled down and then assaulted, then the flying monsters stand a better chance. Command Squad can be hit with vector strikes, though Pink Horror shooting in order to soften them up is out the question.
Turn 1
Ravenwing scout forward and head towards the Bloodthirster and his mates. Next turn the Ravenwing will be able to easily spot the big monsters and gun them down.
Daemons attempt to seize the initiative though fail.
Ravenwing move up and form up so all units except one is within 6" of the dakka banner. Black Knights get in the grill off the Bloodthirster and are about 6" away from assaulting.
Shooting; Black Knights drop a rad grenade on the 'Thirster and it hits, the beast gets slammed by plasma talons though only drops down to three wounds thanks to good rolls from the dark blessing gift. Bolter salvos hit the Bloodthirster from several units and it drops down to a single wound - enough for the Black Knights to finish it off. Bolters and multi meltas fire into one of the Princes, saves are crap and it is wasted. A plasma unit moves flat out as not within dakka banner range - will be next turn though. An Attack Bike and three
RW units fire into Horrors in the ruin on the Daemon table edge and hammer then badly, luckily after failing a silly amount of saves only a few Horrors can be seen so only those die - I think it was three.
Assault; Black Knights charge the Bloodthirster, Thirster gets an extra 2 attacks thanks to blade of blood, rolls crap and only kills two Black Knights - Thirster eats corvus hammers and gets mushed.
Daemons; lone Prince takes to the skies and vector strikes the Black Knights, kills three of them. Flesh Hounds move up to attack the Black Knights while Horrors take aim. Keeper and supporting Horrors remain in position due to open ground - Keeper casts invisibility power ok. Flesh Hounds in the ruin on table edge move out and make it to tank traps, with a reasonable roll they will make it into assault.
Shooting; Nurgle's rot hits two Horror units, one dies from one unit though four drop from another unit. I think a single Bike unit gets hit, though they are ok. Depleted Horrors in the ruin fire into a plasma unit which previously fired at them, they only kill one though unit fails toughness test and one Biker dies - unit passes morale. Prince lashes a flamer unit with support from Horrors, after the two flamer models remain and they have feel no pain. An Attack Bike gets shot by Pink Horrors mainly because everything else was out of range, Attack Bike passes armour saves and gains feel no pain.
Assault; Flesh Hounds in the tank traps charge a melta unit - take a single wound from overwatch, though the biker unit is wasted - Hounds consolidate back into the tank traps for cover. Other Flesh Hounds assault the Black Knights, the Knights roll like retards and two of them overheat and fail armour saves! Remaining Knight bricks it, fails to hit and dies to mass daemon dog attacks.
Turn 2
Ravenwing; the Bikers carry on the attack and move up the left flank ready to bbq Flesh Hounds and gun down Pink Horrors and the remaining Daemon Prince. Units lagging behind spread out max coherency in order to be in dakka banner range; they need to gun down the Flesh Hounds before the Hounds assault again.
Shooting; Prince gets blasted by Attack Bikes, gets hit several times, though stays up. Plasma unit support the Command Squad grounds the Prince, who takes a wound from shooting and a wound from grounded test, the Prince then eats plasma talons and krak grenades and is wasted. Flamers bbq the Flesh Hounds, though only two die. Bolters blast into the Pink Horrors who was supporting the Bloodthirster, only half of them remain now. Flesh Hounds get a lot of dakka come their way, but 4+ cover from the tank traps in the middle of the board helps them well and only two die.
Assault; both the depleted and full strength flamer units charge the Flesh Hounds, the Hounds don't do to well kill a single biker, they lose combat and lose two Hounds to daemonic instability.
Daemons; Keeper and supporting Horrors come out to play, Keeper casts invisibility. Plaguebearers fail to arrive from reserve. Flesh Hounds move to assault the depleted plasma unit with feel no pain.
Shooting; Slaanesh warp storm result goes off this time, all Daemons are ok though a single Attack Bike is hit and fails an armour save while takes a wound from a rend! Pink Horrors in the ruin blast the surviving melta unit, they kill two and the unit gains feel no pain. Depleted Horrors still out in the open fire into the plasma unit supporting the Command Squad, one dies and unit gains feel no pain. Other Horrors fire into an Attack Bike, they kill it dead.
Assault; Keeper tries to get into assault to help the Flesh Hounds engaged with flamer units though fails. Other Flesh Hounds assault the plasma unit close by, I think combat is a draw and the plasma unit does hit and run and falls back ready to unleash dakka pain and stay in banner range. Flesh Hounds vs flamers, combat is a draw after full strength unit loses a model, the lone flamer model manages to do hit and run while the bigger unit fails.
Turn 3
Ravenwing; lone flamer moves to bbq some Pink Horrors while Attack Bikes move up for support and to put fire on the Keeper. Supporting plasma unit and Command Squad move up to lay down fire power on Keeper and Horrors. Plasma unit who did hit and run on the Flesh Hounds up ready to dakka and assault. Depleted remaining melta unit moves up towards the Pink Horrors in terrain who keep taking pot shots at them.
Shooting; flamer and Command Squad blast the Pink Horrors, Sammy fails his gets hot roll and fails an armour save, idiot - only three Horrors left. Multi meltas and bolters long range fire into the Keeper and take a wound off of it - 5 wounds left. Plasma dakkas the Flesh Hounds, not many left now and some have a wound each. Depleted melta unit turbo boosts move over to the right as the Keeper could easily engage next turn.
Assault; plasma unit charges Flesh Hounds, Flesh Hounds don't do a fat lot and only one remains - passes instability test though. Single flamer model attempts to charge Pink Horrors though fails charge range.
Daemons; depleted Horrors fall back to get the objective in the tower while full strength Horrors move up with Keeper support. Plaguebearers also fail to arrive :( .
Shooting; warp storm table hits Daemons bad and they all suffer -1 to invulnerable saves! Pink Horrors in the ruin fire into the oncoming melta bikers and kill one, unit gets feel no pain again. Full strength Pink Horrors dakka the solo flamer model and the dude is brown bread.
Assault; Keeper charges the flamer unit engaged with the Flesh Hounds and wipes them out no problems. Keeper consolidates into terrain while only a few Hounds make it into terrain. Remaining solo Flesh Hound is slayed.
Keeper gets a wound back thanks to it will not die
Turn 4
Ravenwing; one Attack Bike moves up to assault the remaining Pink Horrors in order to stop them shooting while remaining units target the Keeper. Ravenwing who just beat the Hound in combat move and claim the objective in the shrine ruin. Unit of three melta move through the ruin to blast Pink Horrors on top.
Shooting; Attack Bike fires into the Keeper along with the Command Squad, though Keeper makes every save thanks to invisilbility power.
Assault; Attack Bike slams into the Pink Horrors and beats them in combat, Horrors pass daemonic instability test. Command Squad and Attack Bike charge the Keeper, Keeper challenges and Sammy accepts - Keeper smacks Sammy, though feel no pain and invulnerable save keeps him alive while Sammy takes two wounds off the Keeper.
Plaguebearers arrive and deep strike into terrain and hold the objective there - one dies from dangerous terrain.
Unengaged depleted Horrors move into the tower ruin, but get a crappy run roll in order to climb higher.
Shooting; warp storm table is unkind and the Herald with the Horrors in the ruin takes a daemonic instability test on
3D6 and massively fails and is wasted. Horrors fire into the Bikers on the ground by them, one dies and another dies to warp fire rule - biker fails morale and legs it.
Assault; Keeper and Sammy duke it out and Sammy drops to a single wound, both the Command Squad and Attack Bike attempt hit and run and both fail!
Turn 5
Ravenwing on the shrine ruin give up their objective and move through terrain towards the Plaguebearers - Sgt dies from dangerous terrain. Surviving Attack Bike moves over to the shrine ruin. Remaining plasma unit moves up to support the Attack Bike engaged in close combat with the Horrors.
Shooting; Attack Bike turbo boosts and holds the shrine objective while Ravenwing unit boosts and contests the Plaguebearers objective.
Assault; Plasma unit joins the fight and slaps the Pink Horrors about, only a few left now. Keeper and Sammy duke it out and Sammy survives again - unit does hit and run as Sammy cannot survive anymore and move 16" away from the Keeper.
Daemons; depleted Horrors climb the tower and claim the objective. Plaguebearers come out and assault the Ravenwing, combat is a draw. Keeper moves to assist the Pink Horrors in combat, fails getting through terrain. Horrors are wiped out in combat by the Attack Bike and plasma unit.
Ravenwing pick up a crushing victory with 8 points to Daemons 4 points.
Summary
Despite getting a very good early lead, it still took the Ravenwing sometime to tackle the Daemons. I put it down to the Flesh Hounds taking some fire power and the Black Knights folding to their own gets hot saves.
Ravenwing list I am more or less happy with. I did think at several times the Librarian would have been useful, but costs 15 points more for an extra wound but worse save. I am not 100% sure on this yet.
Black Knights did ok, took out a Bloodthirster, so almost their points back. They still went down to a Daemon Prince and saves went bad for them after that. I would still like two units of five if I am honest.
The extra plasma guns come in handy and gave me a little range. I am happy with them.
Dual flamer units did ok, I am happy with them, though I do not need any more of them.
Four Attack Bikes is enough. Speaking of melta, I may drop meltas from one unit and just use a single melta unit and the multi meltas. That way I might be able to squeeze in the second Black Knight unit.
I was expecting Daemons to get mashed, especially the start they had. I think if they was against a more numerous force then they would be in serious trouble.
I really like the Keeper, though I am not 100% sold on it. It's a bit slow and requires invisibility to survive - which does take a lot of fire power. I would prefer another Daemon Prince who can get the lash in range quickly and is also a flyer.
The Heralds are good, but I fear I am investing too much points into
HQ choices and the Heralds aren't making their points back with my low number of Horrors. I think I may ditch the Heralds and use those points to boost up the Horror sizes.
Speaking of Horrors, they was giving out feel no pain like candy. Ok it is 6+ to start off with, but it stacks. I think though large units would see smaller units destroyed so no
fnp or focus on vehicles.