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40k Text Batrep: Ravenwing vs. Salamanders – Eternal War

12 Minute Read
Sep 18 2015
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Black Blow Fly is on the hunt with his Ravenwing Army in this Old School Battle Report!

Hello everyone! It is your ever friendly Black Blow Fly swinging through your neighborhood again to amaze and delight you with another tale of random violence!

If you like Ravenwing and all things Space Marine then come by my blog and check it out:

Terminus Est

Today I have a battle report featuring my new Ravenwing army versus a spicy Salamanders battle company and I took lots of pictures this time! This is an Eternal War mission and tests the concept “can a non-objective secured army beat army that is almost entirely objective secured.” Just so you know I have put super friends aside for now and am running a pure Ravenwing army – it is a lot of fun too.

We were testing one of the BeakyCon5 sample missions:

Deployment – Vanguard Strike

Primary Objectives:
1) Emperor’s Will
2) Slay the Warlord

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Each primary objective is worth 20 battle points if you win, 10 battle points for a draw and 0 if you lose.

Secondary Objectives:
First Strike – Line Breaker – Last Strike

You score First Strike if you destroy an enemy unit the first turn.

You score Last Strike if you destroy an enemy unit the last turn.

Each secondary objective is worth 2 battle points.

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The number of game turns is fixed at six turns and the game must go at least four turns.

Here is my army list:

+++ Ravenwing (1850) +++

++ Ravenwing Strike Force (1625) ++

+ Fast Attack (930) +

Ravenwing Bike Squad (215)
4x Ravenwing Biker – 2x Grav Gun
Ravenwing Attack Bike – Multi-Melta
Ravenwing Sergeant – Melta Bombs

Ravenwing Bike Squad (215)
4x Ravenwing Biker – 2x Grav Gun
Ravenwing Attack Bike – Multi-Melta
Ravenwing Sergeant – Melta Bombs

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Rules:
Grim Resolve – Hammer of Wrath – Hit & Run – Outflank – Ravenwing – Scout

Ravenwing Black Knights (205)
4x Black Knight – Ravenwing Grenade Launcher
Huntmaster – Melta Bombs

Ravenwing Black Knights (200)
4x Black Knight – Ravenwing Grenade Launcher
Huntmaster

+ Elites (215) +

Ravenwing Command Squad (215)
4x Black Knight – 2x Ravenwing Grenade Launcher – Ravenwing Company Banner
Ravenwing Apothecary
Ravenwing Champion – Blade of Caliban

+ HQ (480) +

Interrogator-Chaplain (170) – Auspex – Power Fist – Rosarius – Crozius Arcanum – Shroud of Heroes – Space Marine Bike

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Librarian (110) – Psychic Hood

Force Sword – Space Marine Bike
Psyker Mastery Level 2

Sammael (200) – Iron Halo

Warlord Trait:
Rapid Manoeuvre

Corvex (Jetbike) – Plasma Cannon
Raven Sword

++ Dark Angels Formation Detachment (225+95) ++ Ravenwing Support Squadron

Rules:
Grim Resolve – Interceptor – Ravenshield – Strafing Run – Support squadron – Anti-Grav Upwash

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Ravenwing Land Speeder – Heavy Bolter – Typhoon Missile Launcher
Ravenwing Land Speeder – Heavy Bolter – Typhoon Missile Launcher
Ravenwing Land Speeder – Heavy Bolter – Typhoon Missile Launcher

Ravenwing Darkshroud (95) – Assault Cannon

Warlord Trait: Rapid Manoeuvre:
Your Warlord, and any unit he joins, can either roll 2 dice when they run, using the highest roll, or can add D6″ to any Turbo-boost they make (or Flat Out move, in the case of Master Sammael on his Land Speeder).

Unfortunately I don’t have a copy of my opponent’s army list but it was close to this:

Double Demi Air (1850)

Salamanders Space Marines

++ Gladius Strike Force ++ (1850)

Chapter Tactics – Salamanders

Core (1555)

Battle Demi Company I (805)

HQ
Captain – Combi-Melta – Relic Blade /Warlord

Fast Attack
Assault Squad (130)
4x Assault Marine – Jump Packs – Flamer – Eviscerator
Space Marine Sergeant – Chainsword – Plasma Pistol

Heavy Support
Devastator Squad (110)
4x Devastator – 4x Multi-Melta
Sergeant
Drop Pod

Troops
Tactical Squad (170)
9x Space Marine – Meltagun – Multi-Melta
Sergeant – Combi-Melta
Drop Pod

Tactical Squad (175)
9x Space Marine – Meltagun – Multi-melta
Sergeant – Combi-Melta – Melta Bombs
Drop Pod

Tactical Squad (95)
4x Space Marine – Flamer
Sergeant – Chainsword – Plasma Pistol
Razorback – Dozer Blade – Twin-linked Heavy Flamer

Battle Demi Company II (750)

HQ
Chaplain (120)
Jump Pack – Plasma Pistol

Fast Attack
Assault Squad (105)
4x Space Marine – Jump Packs – Flamer
Sergeant – Chainsword – Plasma Pistol

Heavy Support
Devastator Squad (135)
4x Space Marine – 4x Heavy Bolter
Sergeant
Razorback – Dozer Blade – Twin-linked Lascannon

Troops
Tactical Squad (120)
4x Space Marine – Meltagun
Sergeant – Combi-melta – Melta Bombs
Razorback – Dozer Blade – Twin-linked Lascannon

Tactical Squad (110)
4x Space Marine – Flamer
Sergeant – Plasma Pistol – Power Sword
Razorback -Dozer Blade – Twin-linked Heavy Bolter

Tactical Squad (160)
9x Space Marine – Flamer – Missile Launcher
Sergeant
Rhino

Auxiliary
Anti-air Defence Force * (295)
Hunter
Stalker
Stalker
Stalker

Warlord Trait – Rites of War – All units can use the Captain’s leadership

Pre Game Analysis

Wow, that’s a lot of Marines and it’s a fairly mobile army with the transports and jump infantry. If my opponent deploys correctly it will be all-but-impossible to take his Emperor’s Will objective. I’ll have to be careful and plan on playing that objective to a draw. He might also be cagey with his Warlord –  I’ll have to try enticing him out for some good old fisticuffs. This game could easily come down to secondary objectives which can all be scored by both armies.

My opponent’s anti-air formation can make short work of my skimmers if I’m not careful… There was a good sized piece of line of sight blocking terrain in the middle of the table so I’ll have to use that to my advantage.

My army is more mobile and stronger in melee so I’ll have to use those attributes to my advantage. I also have more armor ignoring shooting to quickly cut down any green Marines foolish enough to stray too far from their transports.

Should be a close game so have to play smart.

Opening Story Line
Sammael, Master of the Ravenwing, has been informed by the Inner Circle that it’s possible a traitorous Fallen may have duped a nearby Salamander detachment infiltrating them. The Fallen Angel must be captured even if every last Salamander is lost as a casualty of the hunt. There is no time for any remorse. Upon discussion with Interrogator Chaplain Lionus whom has collected five black pearls it is decided there can be no discretion.

I believe I rolled on the Telekinesis lore this game. I rolled poorly throughout the game when attempting to cast psychic powers which did not play a big roll in the game.

My opponent won the roll to choose his deployment zone picking the side with an open corner to deploy his anti-air force. He then won the roll to deploy first:

This picture shows the layout of the table and terrain:

My opponent castles in his corner with the ground transports blocking off his anti-air formation. The Devastators with heavy bolters deploy in their rhino beside the central line of sight piece of blocking terrain. He places his Emperor’s Will objective marker all the way back in his table corner. The assault squads are both held in reserve to deep strike along with his Chaplain attached to one of them. *Note that his full infantry units will break into combat squads.

Here is my counter deployment along with my scout move:

I placed the Ravenwing support squadron (RWSS) in the middle so all the other units can take advantage of the Darkshroud stealth bubble. I placed the Typhoons forward to soak incoming firepower from the enemy Hunter and Stalkers. I deployed Sammael and his command squad with the Interrogator Chaplain and Librarian attached so they can get to grips with the Salamander castle quickly. One squad of Black Knights and the two biker squads will hang back to protect my Emperor’s Will objective marker. The other squad of Black Knights are free to go wherever needed the most. My Emperor’s Will objective marker is placed in a clump of trees by the side of the table just behind my bikers.

My opponent is going first and I fail to seize.

Turn 1 – Salamanders

Down come two drop pods. One is the Devastators with multi-meltas and the other is one of the Tactical Squads which splits into combat squads. One combat squad of tactical Marines jump out of a rhino and jump into some woods over beside the central ruin.

The other Devastator squad with heavy bolters disembarks and jumps into the central terrain.

I then elect to intercept the melta Devastators with the RWSS. They kill three of five leaving the sergeant and one gunner who break and fall back.

The anti-air force then lights up the RWSS managing to drop two of the Typhoons. The heavy bolter Devs snap fire at the remaining skimmers but fail to do any damage. The Razorbacks with line-of-sight follow-up with the final volleys from the castle but can’t get past the jink save. The rest of his shooting is ineffective from the podded tacticals only putting one wound on an attack bike. My opponent’s turn ends and he failed to score First Strike.

Turn 1 – Ravenwing

It’s a target rich environment but I can’t assault this turn as my entire army scouted. It’s okay though, I’ve got lots of twin linked fire power. The two biker squads and both Black Knight squads drop back to surround the two tactical combat squads while Sammael and his retinue move up behind the central objective taking aim on the two remaining melta Devs.

The RWSS scoots forward as well and can’t shoot this turn as they chose to intercept.

My shooting phase wipes out the melta Devs for First Strike and I delete one of the tactical combat squads. The other combat squad is dropped to just the sergeant who breaks and is destroyed since he is trapped between my bikes and his own drop pod. It’s almost a perfect clear out except for the two drop pods, neither of which are close enough to control my Emperor’s Will objective marker.

Salamanders: 0
Ravenwing: First Stike

Turn 2 – Salamanders

The Salamanders’ Chaplain along with his jump squad are the only reserves to arrive this turn. They drop in towards the back on my side of the table and scatter right towards my backfield bikers.

This is a fairly fast turn with not much movement except for his Chaplain and jump squad who elect to run but don’t get very far. The Salamander anti-air force takes out the remaining Typhoon and Darkshroud (note the Stalkers ignore jinking). The heavy bolter Devs elect to target the Ravenwing command whom jink taking no wounds. The Razorbacks are also ineffective and the two drop pods in my backfield fail to wound any of my bikers either.

2nd Turn – Ravenwing

In a gambit to lure some of my opponent’s Marines from out of their transports I elect to move and turbo boost one squad of Black Knights. They end up just poking past my right side of the central ruin.

Sammael and his command remain tucked behind the central ruin to target the heavy bolter Devs. My two Ravenwing biker squads and the remaining Black Knights all line up to torrent down the Salamanders Chaplain and jump squad. I kill the Devs I can see and the jump squad is blasted… The Chaplain however rolls very well for his armor and Rosarius saves only taking one wound.

Salamanders: 0
Ravenwing: First Strike

Turn 3 – Salamanders

The last drop pod fails to arrive from reserve but the second jump squad lands, dropping in close to their Chaplain.

As I was hoping, after vehicle movement several combat squads disembark – all taking aim on the forward squad of Black Knights Even  the Salamander Captain gets in on the action. The Chaplain completes the movement by joining the second jump squad… They are situated further back this time beyond my waiting bikers’ rapid fire range.

Shooting is split. Some fire is concentrated on the forward Black Knight – the Salamanders kill the one target they have in their line of sight. The rest of the shooting is concentrated on Sammael and his retinue. They jink and the Master of the Ravenwing suffers only one wound.

Turn 3 – Ravenwing

The mice have come out for the cheese so it’s time for the big black cat to pounce! Sammael and his retinue race through the ruins moving into position to multi-assault. Their targets are the remaining heavy bolter Devs, the tactical Marines in the woods and the combat squad with the Salamander Captain.

The forward Black Knight squad races into a corner beside a razorback which had sheered off from its castle.

Two Ravenwing biker squads and a Black Knight squad drop back around my Emperor’s Will objective to focus on the Salamander drop pods. Their shooting wrecks both drop pod. The forward Black Knights wreck the razorback. I elect not to shoot with Sammael and his command.

I issue the multi-charge taking one wound on the Librarian from combined Overwatch. Sammael and command easily make it into combat with all three squads.

The heavy bolter Devs are destroyed along with two remaining Tactical Marines in the woods. Sammael and the Captain trades blows – the Captain suffers one wound in the exchange. The tactical Marines break while the Captain’s squad sticks. All of the Ravenwing command piles in.

Salamanders: 0
Ravenwing: First Strike

Turn 4 – Recap

I make a pretty big mistake this turn… My opponent’s Warlord is down its last wound and out in the open unattached to any of the combat squads. I should have gunned him down with a large salvo from the command squad’s plasma talons for Slay the Warlord which is one of the primary objectives. Instead, I decide to go after the combat squads via another multi-charge and catch the Salamander Captain. I was thinking that I could finish off more enemy units that way.

Sammael and his retinue shuffle around into position for the assault electing not to shoot. The Salamander Chaplain and his jump squad seem far enough away that I decide to to focus all my backfield units on the two combat squads and punch the scoring drop pod with a melta bomb in assault. The lone Black Knight moves up to shoot the Captain.

Shooting from the lone Black Knight only manages to hit once – I roll a 1 to wound the Captain! My backfield units pour fire power into the two combat squads – they both go to ground… There is one survivor from one squad and a couple more from the other squad and they both pass their leadership tests. One of the Black Knights dies from an overheat bringing that squad down to just two Black Knights.

I first multi-assault with Sammael and his retinue but roll poorly for the charge. Even with the extra 3″ can’t quite reach the Captain. Both combat squads are shredded thankfully. I then multiassault with my backfield units. The Ravenwing sergeant attacking the drop pod with his melta bomb only manages to strip one hull point and one Salamander survives and breaks but is caught.

Salamanders: Emperor’s Will (20)
Ravenwing: First Strike (2)

 

Turn 5 – Salamanders

My opponent informs me he has a long drive home and this will have to be the final turn.

The Captain jumps into an empty transport and it pulls back into the castle. Luckily for me my opponent makes a mistake here – he should have moved up his tanks and transports to block off the Captain’s transport.

After thinking for a bit, he decides to move the Chaplain and jump squad up towards my two remaining Black Knights in the back field – they will need around 9″ to make the charge.

Even though I opt not to jink Sammael’s squad his shooting is still ineffective.  The Chaplain then declares the charge and passes off a couple wounds from Overwatch to the jump squad. Miraculously, they just make the charge! I finish off the jump squad but both Black Knights are dropped as well. The Chaplain then consolidates towards the Emperor’s Will Objective but is too far away to claim it.

I then finish off the last Marine from the combat squad claiming my objective. My Sargent’s melta bomb attack fails to finish off the drop pod.

 

Turn 5 – Ravenwing

To secure victory, I need to take out the drop pod and slay my opponent’s Warlord. The two Ravenwing squads encircle the drop pod. meanwhile Sammael and his retinue pull up to the front of the Salamander Captain’s transport. The Librarian splits off for Line Breaker. Shooting explodes both the drop pod and the transport! The Captain attempts to escape out the back roughly 9″ away from Sammael. I stick the charge and finish off the Captain… Game over!

Salamanders: Emperor’s Will (10) – Last Strike (12)
Ravenwing: Emperor’s Will – Slay the Warlord – First Strike – Line Breaker – Last Strike (36)

Post Game Analysis

I played the game at a fairly moderate pace taking out big chunks of the battle company over the course of the game and was able to recover from my mistake. Had I not been been able to slay my opponent’s Warlord then the game would have ended 12 – 16 in my favor so the final turn was a big swing! It takes time to delete all those combat squads, drop pods and transports… I probably should been more focused on going after the main objectives rather than simply grinding down enemy units.

End Story Line
Sammael reports back to the Inner Circle immediately after re-boarding his waiting battle barge in geosynchronous orbit:

I am sad to report we were unable to successfully locate the whereabouts of the Fallen Angel. All the Salamanders were slain in order to maintain the code of silence. They were probably all heretics anyways.

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Author: Steve Turner
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