
This week’s Grown Men Playing With Toys’ Battle Report features the Orks War Horde against the Raven Guard Shadowmark Talon playing Linchpin on a Tipping Point Deployment with GW Terrain Pack 6.
As backdrop for the game….
The Raven Guard do not fight Ork Waaaghs by standing in front of them. They fight them by constantly moving, by staying to the shadows, and by finding the single thread of belief that holds the whole green tide together and cutting it out. The Raven Guard Shadowmark Talon was built for exactly this: cycling in and out of the shadows, striking weak points, making the Waaagh chase something it can never quite catch.
Da Biggest Boss Ghazghkull Thraka understands this perfectly. Which is why he considers the Raven Guard the most dangerous opponent the Waaagh has faced since Armageddon. Not because they are the strongest, but because they are the most patient. And patience, Ghazghkull has decided, is something the Orks are going to have to learn.
They said we’re too old, but we said “hold our dice”…..as we see if the green tide can pin down the shadows long enough to call the Waaagh or if the Raven Guard can keep the Orks chasing ghosts until there is nothing left to charge.
JUMP TO:
Raven Guard Specific Strategies
RULES / POINTS VERSION:
10th Edition, 2025–2026 Chapter Approved
April 2026 Eye of Terror Update
MATCHUP:
| Faction: | Detachment: |
| Raven Guard | Shadowmark Talon |
| VS | |
| Faction: | Detachment: |
| Orks | War Horde |
MISSION:
| GW Mission | C |
| Primary | Linchpin |
| Terrain Layout | GW Terrain Layout 6 |
| Deployment | Tipping Point |
| Deployed First | Orks |
| First Turn | Raven Guard |
LISTS:
Raven Guard:
List
Raven Guard
Shadowmark Talon
Strike Force (2,000 Points)
CHARACTERS
Aethon Shaan (110 Points)
• Warlord
• 1x Claws of Severax
• 1x Heavy bolt pistol
Judiciar (70 Points)
• 1x Absolvor bolt pistol
• 1x Executioner relic blade
Kayvaan Shrike (100 Points)
• 1x Blackout
• 1x The Raven’s Talons
Lieutenant with Combi-weapon (115 Points)
• 1x Combi-weapon
• 1x Paired combat blades
• Enhancements: Coronal Susurrant
OTHER DATASHEETS
Assault Intercessors with Jump Packs (170 Points)
• 1x Assault Intercessor Sergeant with Jump Pack
◦ 1x Plasma pistol
◦ 1x Power fist
• 9x Assault Intercessors with Jump Packs
◦ 9x Astartes chainsword
◦ 7x Heavy bolt pistol
◦ 2x Plasma pistol
Ballistus Dreadnought (150 Points)
• 1x Armoured feet
• 1x Ballistus lascannon
• 1x Ballistus missile launcher
• 1x Twin storm bolter
Bladeguard Veteran Squad (170 Points)
• 1x Bladeguard Veteran Sergeant
◦ 1x Master-crafted power weapon
◦ 1x Neo-volkite pistol
• 5x Bladeguard Veteran
◦ 5x Heavy bolt pistol
◦ 5x Master-crafted power weapon
Inceptor Squad (240 Points)
• 1x Inceptor Sergeant
◦ 1x Close combat weapon
◦ 1x Plasma exterminators
• 5x Inceptor
◦ 5x Close combat weapon
◦ 5x Plasma exterminators
Inceptor Squad (240 Points)
• 1x Inceptor Sergeant
◦ 1x Close combat weapon
◦ 1x Plasma exterminators
• 5x Inceptor
◦ 5x Close combat weapon
◦ 5x Plasma exterminators
Incursor Squad (80 Points)
• 1x Incursor Sergeant
◦ 1x Bolt pistol
◦ 1x Occulus bolt carbine
◦ 1x Paired combat blades
• 4x Incursor
◦ 4x Bolt pistol
◦ 1x Haywire Mine
◦ 4x Occulus bolt carbine
◦ 4x Paired combat blades
Incursor Squad (80 Points)
• 1x Incursor Sergeant
◦ 1x Bolt pistol
◦ 1x Occulus bolt carbine
◦ 1x Paired combat blades
• 4x Incursor
◦ 4x Bolt pistol
◦ 1x Haywire Mine
◦ 4x Occulus bolt carbine
◦ 4x Paired combat blades
Infiltrator Squad (100 Points)
• 1x Infiltrator Sergeant
◦ 1x Bolt pistol
◦ 1x Close combat weapon
◦ 1x Marksman bolt carbine
• 4x Infiltrator
◦ 4x Bolt pistol
◦ 4x Close combat weapon
◦ 1x Helix Gauntlet
◦ 1x Infiltrator Comms Array
◦ 4x Marksman bolt carbine
Repulsor Executioner (230 Points)
• 1x Armoured hull
• 1x Heavy laser destroyer
• 1x Heavy onslaught gatling cannon
• 1x Icarus rocket pod
• 1x Ironhail heavy stubber
• 1x Repulsor Executioner defensive array
• 1x Twin Icarus ironhail heavy stubber
• 1x Twin heavy bolter
Scout Squad (70 Points)
• 1x Scout Sergeant
◦ 1x Astartes chainsword
◦ 1x Bolt pistol
◦ 1x Close combat weapon
• 4x Scout
◦ 4x Bolt pistol
◦ 4x Boltgun
◦ 4x Close combat weapon
Scout Squad (70 Points)
• 1x Scout Sergeant
◦ 1x Astartes chainsword
◦ 1x Bolt pistol
◦ 1x Close combat weapon
• 4x Scout
◦ 4x Bolt pistol
◦ 4x Boltgun
◦ 4x Close combat weapon

Orks:
List
Orks
War Horde
Strike Force (2,000 Points)
CHARACTERS
Beastboss (80 Points)
• 1x Beast Snagga klaw
• 1x Beastchoppa
• 1x Shoota
Big Mek (95 Points)
• 1x Power klaw
• 1x Traktor blasta
• Enhancements: Follow Me Ladz
Boss Snikrot (75 Points)
• 1x Mork’s Teeth
• 1x Slugga
Ghazghkull Thraka (235 Points)
• 1x Ghazghkull Thraka
• Warlord
◦ 1x Gork’s Klaw
◦ 1x Mork’s Roar
• 1x Makari
◦ 1x Makari’s stabba
Warboss (75 Points)
• 1x Attack squig
• 1x Kombi-weapon
• 1x Power klaw
• 1x Twin sluggas
Zodgrod Wortsnagga (90 Points)
• 1x Da Grabzappa
• 1x Squigstoppa
BATTLELINE
Beast Snagga Boyz (95 Points)
• 9x Beast Snagga Boy
◦ 9x Choppa
◦ 9x Slugga
• 1x Beast Snagga Nob
◦ 1x Power snappa
◦ 1x Slugga
Boyz (170 Points)
• 19x Boy
◦ 19x Choppa
◦ 19x Slugga
• 1x Boss Nob
◦ 1x Power klaw
◦ 1x Slugga
Boyz (170 Points)
• 19x Boy
◦ 19x Choppa
◦ 19x Slugga
• 1x Boss Nob
◦ 1x Power klaw
◦ 1x Slugga
DEDICATED TRANSPORTS
Trukk (70 Points)
• 1x Big shoota
• 1x Spiked wheels
• 1x Wreckin’ ball
Trukk (70 Points)
• 1x Big shoota
• 1x Spiked wheels
• 1x Wreckin’ ball
OTHER DATASHEETS
Battlewagon (160 Points)
• 4x Big shoota
• 1x Deff rolla
• 1x Grabbin’ klaw
• 1x Lobba
• 1x Wreckin’ ball
Breaka Boyz (140 Points)
• 1x Boss Nob
◦ 1x Choppa
◦ 1x Rokkit pistol
◦ 1x Smash hammer
• 5x Breaka Boy
◦ 1x Knucklebustas
◦ 3x Smash hammer
◦ 1x Tankhammer
Flash Gitz (80 Points)
• 1x Ammo Runt
• 1x Kaptin
◦ 1x Choppa
◦ 1x Snazzgun
• 4x Flash Git
◦ 4x Choppa
◦ 4x Snazzgun
Flash Gitz (80 Points)
• 1x Ammo Runt
• 1x Kaptin
◦ 1x Choppa
◦ 1x Snazzgun
• 4x Flash Git
◦ 4x Choppa
◦ 4x Snazzgun
Gretchin (80 Points)
• 20x Gretchin
◦ 20x Close combat weapon
◦ 20x Grot blasta
• 2x Runtherd
◦ 2x Runtherd tools
◦ 2x Slugga
Gretchin (40 Points)
• 10x Gretchin
◦ 10x Close combat weapon
◦ 10x Grot blasta
• 1x Runtherd
◦ 1x Runtherd tools
◦ 1x Slugga
Kommandos (120 Points)
• 1x Bomb Squig
• 1x Distraction Grot
• 9x Kommando
◦ 1x Breacha ram
◦ 1x Burna
◦ 4x Choppa
◦ 4x Close combat weapon
◦ 2x Kustom shoota
◦ 1x Rokkit launcha
◦ 4x Slugga
• 1x Boss Nob
◦ 1x Power klaw
◦ 1x Slugga
Stormboyz (65 Points)
• 4x Stormboy
◦ 4x Choppa
◦ 4x Slugga
• 1x Boss Nob
◦ 1x Power klaw
◦ 1x Slugga

FACTION SPECIFIC STRATEGIES:
Raven Guard:
The idea behind the list is to use cheap scoring units to play the scoring game while keeping the bigger guns back to take advantage of the army rule that gives all units outside of 12 inches Benefit of Cover and Stealth. The list then focuses on cycling the Inceptors and JPI’s in and out of Reserves to threaten the opponent’s weak spots and ability to score. It’s not a list that is designed to achieve big differential scores. Instead, it is a list that is designed to be very difficult to beat or blow out.
Win Condition: The Orks want to play an all-in pressure game, which means the Raven Guard need to use their speed and Reactive Move abilities to avoid getting caught in the Waaagh. The Raven Guard should use the RepEx and Ballistus to chip down the Orks before they can make it into melee and to set up screens so that the Orks can’t just swamp the heavy hitters. The Raven Guard will win if they can force the Orks to spread out and then use their superior mobility to dictate which fights happen and when, preventing the Orks from ever landing a clean Waaagh turn.
What I Want to Work On This Game: I want to focus on being very intentional with the positioning of the ranged shooting units. The RepEx and Ballistus will need to find clear shooting lanes while staying out of Waaagh charge range and the Inceptors will need to be able to go “uppy downy” several time for the Raven Guard to avoid getting pinned. I want to focus on improving my positioning and timing my ability / stratagem usage to get the most out of key units this game.
| Category | Description |
| Leader / Bodyguard Combos: | Kayvaan Shrike with Assault Intercessors with Jump Packs |
| Judiciar with Bladeguard Veteran Squad | |
| Transport / Infantry Combos: | None |
| Strategic Reserves: | Inceptor Squad 1 |
| Inceptor Squad 2 | |
| Key Stratagems: | Raptorial Vigilance [1CP] Opponent’s Movement phase – WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Adeptus Astartes Infantry or Adeptus Astartes Mounted unit from your army that is within 9″ of the enemy unit that just ended that move. You cannot target a unit that is within Engagement Range of one or more enemy units. EFFECT: Your unit can make a Normal move of up to D6″, or up to 6″ instead if it is a Phobos or Scout Squad unit. |
| Into Darkness [1CP] Opponent’s Fight phase – WHEN: End of your opponent’s Fight phase. TARGET: Up to two Phobos and/or Scout Squad units from your army, or one other Adeptus Astartes Infantry unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units. EFFECT: Remove those units from the battlefield and place them into Strategic Reserves. | |
| Feint and Thrust [1CP] Movement phase – WHEN: Your Movement phase. TARGET: One Adeptus Astartes unit from your army. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. If it is a Phobos or Scout Squad unit, it is also eligible to shoot and declare a charge in a turn in which it Advanced. | |
| Key Combos: | Kayvaan Shrike + Assault Intercessors with Jump Packs + Echo of the Ravenspire ability + Trifold Path of Shadow ability + Hammer of Wrath ability + Rapid Ingress stratagem Used to create a unit that can Rapid Ingress more than 12 inches away from the enemy, gain the Lone Op ability, and then Charge in during your turn to do Mortal Wounds on the Charge, kill something, and then become a Lone Op again to hopefully go back up into Reserves to repeat the process next turn. Its somewhat niche, but means that the opponent can never leave their Home or Natural Expansion Objectives lightly guarded. |
| Aethon Shaan + Inceptors + Oath of Moment army rule + Unparalleled Tactician detachment rule + Meteoric Descent ability + Into Darkness stratagem This is the reason to play this detachment as you can use Into Darkness to keep cycling one unit of Inceptors into Reserves for it to drop down 6 inches away from a new target that it blows up using Oath of Moment for hit re-rolls and +1 to Wound while also getting re-rolls to Wound thanks to Twin Linked on their guns. |
Orks:
The goal of this list is to mirror other lists that I have had a lot of success with. The goal is to establish a big board presence with lots of OC via the 2 big Boyz units. Ideally, I want to get both of those units “stuck in” during the Waaagh turn and be able to tag as many other units as possible to do some serious damage and tarpitting. I especially want to get Ghaz in the thick of it and killing as many things as possible before he goes down. The thought is to then use the other units to strategically charge or pick off other units as the game progresses while the Grots and Stormboyz do actions.
Win Condition: The Orks win condition is to play disciplined because the Raven Guard have access to enough chafe, go into Reserves, and Reactive Move abilities that it will be tough for the Orks to launch a single devastating Waaagh. The goal will therefore be to try to pin down and tarpit as many of the Raven Guard units as possible. If the Raven Guard can kite the Orks or engage them piecemeal before the Waaagh, this will be a tough go. If the Orks can pin the Raven Guard down and then launch the Waaagh, this will go better.
What I Want to Work On This Game: Playing patiently and not blowing the Waaagh the first time Ghaz sees a juicy target. I don’t have a great history with Orks. In theory, I should be great with them, but it never seems to work out unless it is a really favorable matchup. I want to keep working on playing them patiently when I can’t just bully a weaker opponent.
| Category | Description |
| Leader / Bodyguard Combos: | Beastboss with Beast Snagga Boyz |
| Ghazghkull Thraka with Boyz with Big Mek | |
| Zodgrod Wortsnagga with Gretchin | |
| Warboss with Boyz | |
| Transport / Infantry Combos: | Beastboss + Beast Snagga Boyz in Trukk |
| Warboss + Boyz in Battlewagon | |
| Breaka Boyz + Flash Gitz in Trukk | |
| Strategic Reserves: | Stormboyz |
| Flash Gitz | |
| Key Stratagems: | Careen! [1CP] Any phase – WHEN: Any phase, just after an ORKS VEHICLE unit from your army with the Deadly Demise ability is destroyed. TARGET: That destroyed ORKS VEHICLE unit, if you rolled a 6 for its Deadly Demise ability. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Your unit can make a Normal or Fall Back move before its Deadly Demise ability is resolved, and before any embarked units perform an Emergency Disembarkation. When making this move, your unit can move over enemy units (excluding MONSTERS and VEHICLES) as if they were not there. |
| Orks Is Never Beaten [2CP] Fight phase – WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One ORKS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making attacks, and is then removed from play. | |
| ‘Ere We Go [1CP] Movement phase – WHEN: Start of your Movement phase. TARGET: One ORKS INFANTRY unit from your army. EFFECT: Until the end of the turn, add 2 to Advance and Charge rolls made for your unit. | |
| Unbridled Carnage [1CP] Fight phase – WHEN: Fight phase. TARGET: One ORKS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack, an unmodified hit roll of 5+ scores a Critical Hit. | |
| ‘Ard As Nails [1CP] Opponent’s Shooting phase or Fight phase – WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ORKS unit from your army (excluding GROTS, MONSTER and VEHICLE units) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll. | |
| Key Combos: | Ghazghkull Thraka + Boyz + Waaagh! army rule + Get Stuck In! detachment rule + Follow Me Ladz enhancement + Prophet of da Great Waaagh! ability + Ghazghkull’s Waaagh! Banner (Aura) ability + Shokk-Boosta ability + ‘Ere We Go stratagem This is a lot of points and requires proper setup, but you can get a unit that Advances & Charges with +2 to Move, Advance, and Charge, that can move through models, and then gets Sustained and Lethal on 5+ critical hits with +1 Strength, +1 to Hit, and +1 to Wound on close to 90 attacks and a massive footprint. Theoretically this should let you tag a bunch of units in melee and then do some SERIOUS damage. |
| Beastboss + Beast Snagga Boyz + Waaagh! army rule + Get Stuck In! detachment rule + Monster Hunters ability + Beastboss ability + Ferocious Rage ability + Unbridled Carnage stratagem Not as big as the above Ghaz combo, but full hit rerolls into Sustained with Devastating Wounds at Anti-Monster or Anti-Vehicle 4+ for the Beastboss is nothing to sneeze at. |
ROUND-BY-ROUND RECAP:
The Orks win the roll off and choose to deploy first as they want to ensure they get their Kommandos out infiltrating into the midfield before the Raven Guard gets their Scouts out. The Orks deploy pretty conservatively compared to prior games. The idea is to stage Ghaz’s unit behind terrain so that it can threaten the Center or Raven Guard Natural Expansion Objectives, to use the second large Boyz unit to sticky and then push past the Orks Natural Expansion Objective, and then to use the Trukks and Grots to screen out as much of their Deployment Zone as possible. The Orks are setting up to play a board control game, which should be interesting.
The Raven Guard deploy second and focus on creating as many screens as possible between the Orks and their larger units. They also focus on getting their big shooting units, the RepEx and Ballistus Dread, into shooting lanes as early as possible, while staging Shrike’s JPI unit behind terrain to threaten the Center or Orks’ Natural Expansion Objective. Their goal is to force the Orks to spread out as much as possible and to make the Center Objective a very dangerous place for the Orks to be that is also being Vect aura’d by the Combi-weapon Lieutenant. Ideally, the Raven Guard would like to go second to take advantage of their access to “uppy downy” for late game scoring.
Board state after Deployment is shown below.

Post Deployment
Raven Guard wins the roll of and will go first. They then have the Scout Squad 1 Scout Move onto Objective 5 and pick Objective 4 as the Priority Objective Identified ability target for re-roll Wound rolls of 1.
For the Orks, they have Zodgrod Wortsnagga + Gretchin Scout Move back into the Orks’ Deployment Zone to hide.
Board state at the start of the battle is shown below.

Start of the Battle
ROUND 1:
| Phase: | Go First: Raven Guard |
| Score at Start | 10 |
| CP at Start | 1 |
| Command | [Raven Guard] Draw Secondaries: Extend Battle Lines & Recover Assets [Raven Guard] Oath of Moment on Kommandos 2 |
| Movement | [Raven Guard] Judiciar + Bladeguard Veteran Squad Makes a Normal Move towards Kommandos 2 to Shoot and Charge [Raven Guard] Repulsor Executioner Makes a Normal Move towards No Man’s Land to Shoot [Raven Guard] Incursor Squad 1 Makes a Normal Move towards Kommandos 1 to Shoot [Raven Guard] Incursor Squad 2 Makes a Normal Move towards No Man’s Land to Stage |
| Shooting | [Raven Guard] Incursor Squad 1 Shoots Kommandos 1, Kill 1 model, and use Multi-Spectrum Array ability to “mark” them for +1 to hit for the rest of the phase. [Raven Guard] Ballistus Dreadnought Shoots Kommandos 1 and Kills 2 models [Raven Guard] Repulsor Executioner Shoots Kommandos 1 and Destroys the Unit [Raven Guard] Scout Squad 1 Performs Recover Assets [Raven Guard] Scout Squad 2 Performs Recover Assets |
| Charge | [Raven Guard] Judiciar + Bladeguard Veteran Squad Declares a Charge into Kommandos 2 — Charge Succeeded with a CP-re-roll |
| Fight | [Raven Guard] Judiciar + Bladeguard Veteran Squad Fights Kommandos 2 and Destroys the Unit |
| End of Turn | [Raven Guard] Scores Secondary: Recover Assets — 3 VP [Raven Guard] Scores Secondary: Extend Battle Lines — 4 VP |
| Score at End | 17 |
| CP at End | 0 |
A good first turn for the Raven Guard in the books. They score both secondaries and kill the Ork screens without having to over-extend themselves too much. They also have the Judiciar + Bladeguard Veterans unit well positioned as a screen against that entire flank of the board, which includes Ghaz’s unit. They’ll take this given that they would have preferred to go second.
Board state in the middle of Round 1 is below.

Middle of Round 1
| Phase: | Go Second: Orks |
| Score at Start | 10 |
| CP at Start | 2 |
| Command | [Orks] Draw Secondaries: Assassination & Engage on All Fronts [Orks] Ghazghkull Thraka + Boyz with Big Mek uses Get Da Good Bitz ability to sticky Objective 1 |
| Movement | [Orks] Gretchin uses Thievin’ Scavengers ability to gain 1 CP [Orks] Battlewagon Makes a Normal Move onto Objective 5 to Shoot and Charge [Orks] Ghazghkull Thraka + Boyz with Big Mek Makes a Normal Move towards No Man’s Land to Stage [Orks] Trukk 2 Makes a Normal Move towards Judiciar + Bladeguard Veteran Squad to Shoot [Orks] Trukk 1 Advances onto Objective 5 [Orks] Zodgrod Wortsnagga + Gretchin Makes a Normal Move towards No Man’s Land to Stage |
| Shooting | [Orks] Battlewagon Shoots Scout Squad 1 and Deals 1 Damage [Orks] Trukk 2 Shoots Judiciar + Bladeguard Veteran Squad and Kills 2 models using Firing Deck and embarked Flash Gitz 1 |
| Charge | [Orks] None |
| Fight | [Orks] None |
| End of Turn | [Orks] Scores Secondary: Engage On All Fronts — 1 VP [Raven Guard] Incursor Squad 2 uses Into Darkness stratagem to go into Reserves [Raven Guard] Scout Squad 2 uses Guerrilla Tactics ability to go into Reserves |
| Score at End | 11 |
| CP at End | 3 |
That was a conservative turn for Orks and the real surprise was the Trukk and Flash Gitz killing 2 Bladeguard Veterans. Despite the bad secondary draw, the Orks are well positioned to threaten to call the Waaagh either Rounds 2 or 3, depending on how many targets the Raven Guard present. It’s a bit of a slow start but that is not unexpected given that the goal of this game is to play more patiently for the Orks.
Board state at the end of Round 1 is shown below.

End of Round 1
ROUND 2:
| Phase: | Go First: Raven Guard |
| Score at Start | 17 |
| CP at Start | 2 |
| Command | [Raven Guard] Draw Secondaries: Display of Might & Overwhelming Force [Raven Guard] Oath of Moment on Battlewagon [Raven Guard] Score Primary: 8 VP |
| Movement | [Raven Guard] Repulsor Executioner Makes a Normal Move towards No Man’s Land to Shoot [Raven Guard] Judiciar + Bladeguard Veteran Squad Makes a Normal Move towards Ghazghkull Thraka + Boyz with Big Mek to Move Block [Raven Guard] Scout Squad 1 Makes a Normal Move away from Battlewagon to Move Block [Raven Guard] Incursor Squad 1 Advances onto Objective 4 [Raven Guard] Ballistus Dreadnought Makes a Normal Move towards No Man’s Land to Shoot [Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs Makes a Normal Move towards No Man’s Land to Stage [Raven Guard] Aethon Shaan Makes a Normal Move within Raven Guard Deployment Zone to Screen [Raven Guard] Incursor Squad 2 Deploys From Reserves near Objective 3 [Raven Guard] Scout Squad 2 Deploys From Reserves near Objective 3 [Raven Guard] Inceptor Squad 1 Deep Strikes near Battlewagon to Shoot [Raven Guard] Inceptor Squad 2 Deep Strikes near Battlewagon to Shoot |
| Shooting | [Raven Guard] Incursor Squad 1 Shoots Trukk 1 and Deals 0 Damage but marks unit [Raven Guard] Ballistus Dreadnought Shoots Trukk 1 and Deals 2 Damage [Raven Guard] Incursor Squad 2 Shoots Ghazghkull Thraka + Boyz with Big Mek and Deals 0 Damage but mark the unit [Raven Guard] Judiciar + Bladeguard Veteran Squad Shoots Ghazghkull Thraka + Boyz with Big Mek and Deals 0 Damage [Raven Guard] Scout Squad 2 Shoots Ghazghkull Thraka + Boyz with Big Mek and Deals 0 Damage [Raven Guard] Inceptor Squad 1 Shoots Battlewagon and Deals 9 Damage by Supercharging but lose 2 models to Hazardous [Raven Guard] Inceptor Squad 2 Shoots Battlewagon and Destroys the Unit by Supercharging but then loses 1 model to Hazardous [Orks] Warboss + Boyz lose 4 models disembarking [Raven Guard] Repulsor Executioner Split Fires to Shoots Trukk 1 with a CP re-roll and Destroys the Unit and to Shoot Warboss + Boyz and kill 13 models [Raven Guard] Scout Squad 1 uses Grenades stratagem to Kill 2 models in Warboss + Boyz [Raven Guard] Scout Squad 1 Shoots Warboss + Boyz and Kills 1 model |
| Charge | [Raven Guard] None |
| Fight | [Raven Guard] None |
| End of Turn | [Raven Guard] Scores Secondary: Display of Might — 4 VP [Raven Guard] Scores Secondary: Overwhelming Force — 5 VP |
| Score at End | 34 |
| CP at End | 1 |
Another really strong turn for the Raven Guard as they blow away 2 of the Orks’ vehicles and whittle down one of the big Boyz Death Stars. More importantly, they did so behind a line of cheap screening units so that they aren’t exposing their bigger units to a potential Waaagh charge.
From an Orks perspective, that turn hurt but they didn’t lose anything substantial. They still have most of their melee threats and are positioned to dominate an entire side of the board once they can figure out those pesky Fights First Bladeguard Veterans. They are also pleased to see the Raven Guard inflict self induced wounds in the form of failed Hazardous tests for the equivalent of 110 points of Inceptors.
Board state in the middle of Round 2 is shown below.

Middle of Round 2
| Phase: | Go Second: Orks |
| Score at Start | 11 |
| CP at Start | 5 |
| Command | [Orks] Draw Secondaries: Storm Hostile Objective [Orks] Warboss + Boyz passes Battle Shock [Orks] Score Primary: 8 VP |
| Movement | [Orks] Warboss + Boyz Makes a Normal Move towards Scout Squad 1 to Shoot and Charge [Orks] Beastboss + Beast Snagga Boyz Makes a Normal Move towards both Inceptor Squad units to Shoot and Charge [Orks] Zodgrod Wortsnagga + Gretchin Makes a Normal Move onto Objective 4 to Charge [Raven Guard] Incursor Squad 1 uses Raptorial Vigilance stratagem to Reactive Move back [Orks] Boss Snikrot Advances towards Objective 1 to Screen [Orks] Trukk 2 Makes a Normal Move towards Judiciar + Bladeguard Veteran Squad to Shoot and Charge [Orks] Flash Gitz 2 Deploys From Reserves near Judiciar + Bladeguard Veteran Squad to Shoot [Orks] Stormboyz Deep Strikes near Inceptor Squad 2 to Screen |
| Shooting | [Orks] Trukk 2 Shoots Judiciar + Bladeguard Veteran Squad and Kills 1 model [Orks] Ghazghkull Thraka + Boyz with Big Mek uses Grenades stratagem to kill 2 models in Bladeguard Veteran Squad [Orks] Ghazghkull Thraka + Boyz with Big Mek Shoots Judiciar + Bladeguard Veteran Squad and Deals 0 Damage [Orks] Beastboss + Beast Snagga Boyz Shoots Inceptor Squad 1 and Deals 0 Damage [Orks] Warboss + Boyz Shoots Scout Squad 1 and Deals 0 Damage [Orks] Flash Gitz 2 Shoots Judiciar + Bladeguard Veteran Squad while using Ammo Runt ability and Destroys the Unit |
| Charge | [Orks] Zodgrod Wortsnagga + Gretchin Declares a Charge into Incursor Squad 2 — Charge Succeeded with a CP re-roll [Orks] Warboss + Boyz Declares a Charge into Scout Squad 1 — Charge Succeeded [Orks] Beastboss + Beast Snagga Boyz Declares a Charge into both Inceptor Squad units — Charge Succeeded [Orks] Stormboyz Declares a Charge into Inceptor Squad 2 — Charge Failed [Orks] Trukk 2 Declares a Charge into Incursor Squad 2 — Charge Succeeded |
| Fight | [Raven Guard] Incursor Squad 1 uses Haywire Mine wargear ability to deal 1 Mortal Wound to Zodgrod Wortsnagga + Gretchin [Raven Guard] Incursor Squad 2 uses Haywire Mine wargear ability to deal 4 Mortal Wounds to Trukk 2 [Orks] Zodgrod Wortsnagga + Gretchin Fights Incursor Squad 1 and Kills 4 models [Orks] Trukk 2 Fights Incursor Squad 2 and Whiffs [Orks] Warboss + Boyz Fights Scout Squad 1 and Deals Kill 3 models [Orks] Beastboss + Beast Snagga Boyz uses Unbridled Carnage stratagem [Raven Guard] Inceptor Squad 1 uses Armour of Contempt stratagem [Orks] Beastboss + Beast Snagga Boyz Split Fires to Fight Inceptor Squad 2 and Kill 1 model plus Fight Inceptor Squad 1 and Kill 2 models [Raven Guard] Inceptor Squad 1 Fights Beastboss + Beast Snagga Boyz and Kills 1 model [Raven Guard] Inceptor Squad 2 Fights Beastboss + Beast Snagga Boyz and Kills 1 model [Raven Guard] Scout Squad 1 Fights Warboss + Boyz and Kill Boyz [Raven Guard] Incursor Squad 1 Fights Zodgrod Wortsnagga + Gretchin and Whiffs [Raven Guard] Incursor Squad 2 Fights Trukk 2 and Whiffs |
| End of Turn | [Orks] Scores Secondary: Assassination — 5 VP [Orks] Scores Secondary: Storm Hostile Objective — 4 VP [Raven Guard] Scout Squad 2 uses Guerrilla Tactics ability |
| Score at End | 28 |
| CP at End | 2 |
Considering that the Orks did not call the Waaagh that turn, that was a pretty lethal turn for the Orks. They also maximized secondaries and scored reasonably well in primary to keep the game close while building a lead in remaining resources (units and CP). They are in a strong position going into Round 3, but do have a remaining worry about how to deal with the RepEx that the Raven Guard have done a great job of protecting.
From a Raven Guard perspective, that turn HURT. They lost one of their best melee threats to ORK SHOOTING, of all things, and also have their Inceptors pinned down. They’re not in a bad position, but are definitely in an uncomfortable one as the Orks have succeeded in board controlling and tar pitting them into playing a move more “honest” game of Warhammer than they would prefer.
Board state at the end of Round 2 is shown below.

End of Round 2
ROUND 3:
| Phase: | Go First: Raven Guard |
| Score at Start | 34 |
| CP at Start | 1 |
| Command | [Raven Guard] Draw Secondaries: Storm Hostile Objective & Cleanse [Raven Guard] Inceptor Squad 1 passes Battle Shock [Raven Guard] Scout Squad 1 passes Battle Shock [Raven Guard] Incursor Squad 1 fails Battle Shock [Raven Guard] Oath of Moment on Beastboss + Beast Snagga Boyz [Raven Guard] Score Primary: 8 VP |
| Movement | [Raven Guard] Incursor Squad 1 Falls Back away from Zodgrod Wortsnagga + Gretchin and dies to Desperate Escape [Raven Guard] Scout Squad 1 Makes a Normal Move onto Objective 5 to Perform an Action [Raven Guard] Ballistus Dreadnought Makes a Normal Move towards Zodgrod Wortsnagga + Gretchin to Shoot [Raven Guard] Aethon Shaan Makes a Normal Move within the Raven Guard Deployment Zone to Screen [Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs Makes a Normal Move towards Warboss to Shoot and Charge [Raven Guard] Scout Squad 2 Deploys From Reserves into Raven Guard Deployment Zone to Screen |
| Shooting | [Raven Guard] Scout Squad 1 Performs Cleanse [Orks] Beastboss + Beast Snagga Boyz uses ‘Ard As Nails stratagem [Raven Guard] Inceptor Squad 1 Shoots Beastboss + Beast Snagga Boyz and Kills 3 models [Raven Guard] Inceptor Squad 2 Shoots Beastboss + Beast Snagga Boyz and Kills 3 models [Raven Guard] Ballistus Dreadnought Splits Fire to Shoot Trukk 2 and Deals 3 Damage and to Shoot Zodgrod Wortsnagga + Gretchin and Kill 4 models [Raven Guard] Repulsor Executioner Splits Fire to Shoot Zodgrod Wortsnagga + Gretchin and Kill all of the Gretchin and leave Zodgrod on 1 Wound and to Shoot Trukk 2 and Destroy the Unit with a CP re-roll [Orks] Breaka Boyz lose 1 model disembarking [Orks] Flash Gitz 1 lose 1 model disembarking [Raven Guard] Incursor Squad 2 Performs Cleanse |
| Charge | [Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs Declares a Charge into Warboss — Charge Succeeded [Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs uses Hammer of Wrath ability to kill Warboss [Raven Guard] Ballistus Dreadnought Declares a Charge into Zodgrod Wortsnagga — Charge Succeeded |
| Fight | [Raven Guard] Ballistus Dreadnought Fights Zodgrod Wortsnagga and Destroys the Unit [Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs Consolidates onto Objective 5 [Orks] Beastboss + Beast Snagga Boyz uses Unbridled Carnage stratagem [Orks] Beastboss + Beast Snagga Boyz Fights Inceptor Squad units and Kills 1 model in each unit [Raven Guard] Inceptor Squad 1 Fights Beastboss + Beast Snagga Boyz and Kills 1 unit [Raven Guard] Inceptor Squad 2 Fights Beastboss + Beast Snagga Boyz and Kills the Beast Snagga Boyz |
| End of Turn | [Raven Guard] Scores Secondary: Cleanse — 5 VP [Raven Guard] Scores Secondary: Storm Hostile Objective — 4 VP |
| Score at End | 51 |
| CP at End | 0 |
Another good turn for the Raven Guard as they continue to chip away at the Ork units and score well. They now have a sizable lead on the score board and have locked the Orks into minimal primary next turn. Unfortunately, they were not able to get rid of as many threats as they really would have preferred and the Waaagh is coming. This may hurt around Objectives 3 and 4.
From an Ork perspective, the Objective 5 flank is all but lost and the RepEx is almost untouchable at this point. That said, the middle and Objective 3 flank of the board are looking ripe for a Waaaagh!
Board state in the middle of Round 3 is shown below.

Middle of Round 3
| Phase: | Go Second: Orks |
| Score at Start | 28 |
| CP at Start | 2 |
| Command | [Orks] Call the Waaaagh! [Orks] Draw Secondaries: Establish Locus & Bring It Down [Orks] Score Primary: 3 VP |
| Movement | [Orks] Gretchin uses Thievin’ Scavengers to gain 1 CP [Orks] Ghazghkull Thraka + Boyz with Big Mek uses ‘Ere We Go stratagem [Orks] Breaka Boyz Advances towards Ballistus Dreadnought to Charge [Orks] Flash Gitz 1 Makes a Normal Move towards Objective 3 to Shoot and Charge [Orks] Stormboyz Makes a Normal Move towards Inceptor Squad 2 to Shoot and Charge [Orks] Ghazghkull Thraka + Boyz with Big Mek Advances towards Objective 5 to Shoot and Charge [Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs uses Raptorial Vigilance stratagem to Reactive Move away [Orks] Flash Gitz 2 Makes a Normal Move towards Objective 3 to Shoot and Charge |
| Shooting | [Orks] Flash Gitz 1 use Ammo Runt ability and Shoots Incursor Squad 2 to Kill 2 models [Orks] Flash Gitz 2 Shoots Incursor Squad 2 and Deals 0 Damage [Orks] Stormboyz Shoots Inceptor Squad 2 and Deals 0 Damage [Orks] Beastboss Shoots Inceptor Squad 1 and Deals 0 Damage [Orks] Ghazghkull Thraka + Boyz with Big Mek Shoots Kayvaan Shrike + Assault Intercessors with Jump Packs and Deals 1 Damage |
| Charge | [Orks] Stormboyz Declares a Charge into Inceptor Squad 2 — Charge Succeeded [Orks] Flash Gitz 1 Declares a Charge into Incursor Squad 2 — Charge Succeeded [Orks] Breaka Boyz Declares a Charge into Ballistus Dreadnought and Scout Squad 1 — Charge Succeeded [Orks] Ghazghkull Thraka + Boyz with Big Mek Declares a Charge into Ballistus Dreadnought — Charge Succeeded |
| Fight | [Raven Guard] Ballistus Dreadnought uses Armour of Contempt stratagem [Orks] Breaka Boyz Fights Ballistus Dreadnought and Deals 7 Damage [Orks] Stormboyz Fights Inceptor Squad 2 and Kills 2 models [Orks] Flash Gitz 1 Fights Incursor Squad 2 and Destroys the Unit [Orks] Ghazghkull Thraka + Boyz with Big Mek Split Fires to Fight Scout Squad 1 and Destroys the Unit and to Fight Ballistus Dreadnought and Deals 1 Damage [Raven Guard] Inceptor Squad 1 Fights Beastboss and Whiffs [Orks] Beastboss Fights Inceptor Squad 1 and Destroys the Unit [Raven Guard] Inceptor Squad 2 Fights Stormboyz and Whiffs |
| End of Turn | [Orks] Drops Secondary: Establish Locus [Raven Guard] Scout Squad 2 uses Guerrilla Tactics ability |
| Score at End | 31 |
| CP at End | 3 |
Well that was a lackluster Waaagh turn. On the positive side, the Orks have re-asserted board control and will shut the Raven Guard out of primary next turn. They also did solid work into the Ballistus Dreadnought and have mostly killed the Inceptors (who are headed to a solid Magnus of the Game at this point). On the less positive side, they did not kill the Ballistus and still can’t get to Shrike or the RepEx. That bodes ill for next turn’s crack back, especially since the Orks got all but shut out for points in this past turn.
Board state at the end of Round 3 is shown below.

End of Round 3
ROUND 4:
| Phase: | Go First: Raven Guard |
| Score at Start | 51 |
| CP at Start | 1 |
| Command | [Raven Guard] Draw Secondaries: Engage On All Fronts & Marked For Death [Orks] Mark Gretchin, Boss Snikrot, and Flash Gitz 2 [Raven Guard] Mark Beastboss [Raven Guard] Ballistus Dreadnought passes Battle Shock [Raven Guard] Inceptor Squad 2 passes Battle Shock [Raven Guard] Oath of Moment on Ghaz + Boyz with Big Mek [Raven Guard] Score Primary: 3 VP |
| Movement | [Raven Guard] Ballistus Dreadnought Falls Back [Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs Makes a Normal Move towards Ghazghkull Thraka + Boyz with Big Mek to Shoot and Charge [Raven Guard] Aethon Shaan Makes a Normal Move towards Objective 3 to Charge [Raven Guard] Lieutenant with Combi-weapon Makes a Normal Move towards Objective 4 to Shoot and Charge [Raven Guard] Scout Squad 2 Deploys From Reserves near Objective 5 |
| Shooting | [Raven Guard] Scout Squad 2 Shoots Beastboss and Deals 1 Damage [Raven Guard] Repulsor Executioner Splits Fire to Shoot Beastboss and Destroys the Unit and to Shoot Ghazghkull Thraka + Boyz with Big Mek and Kill 17 models [Raven Guard] Inceptor Squad 2 Shoots Stormboyz and Kills 1 model [Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs Shoots Ghazghkull Thraka + Boyz with Big Mek and Kill Boyz [Raven Guard] Lieutenant with Combi-weapon Shoots Big Mek and Deals 0 Damage [Raven Guard] Aethon Shaan Shoots Flash Gitz 1 and Deals 0 Damage |
| Charge | [Raven Guard] Aethon Shaan Declares a Charge into Flash Gitz 1 — Charge Succeeded [Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs Declares a Charge into Ghazghkull Thraka — Charge Succeeded [Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs uses Hammer of Wrath ability to deal 5 Mortal Wounds to Ghaz |
| Fight | [Orks] Ghazghkull Thraka uses Orks is Never Beaten stratagem for 3 CP thanks to the Vect aura [Raven Guard] Kayvaan Shrike + Assault Intercessors with Jump Packs Fights Ghazghkull Thraka and Destroys the Unit [Raven Guard] Aethon Shaan Fights Flash Gitz 1 and Destroys the Unit [Orks] Stormboyz Fights Inceptor Squad 2 and Destroys the Unit [Orks] Ghazghkull Thraka Fights Kayvaan Shrike + Assault Intercessors with Jump Packs and Kills all of the JPI’s plus deals 2 Damage to Shrike |
| End of Turn | [Raven Guard] Scores Secondary: Marked For Death — 2 VP [Raven Guard] Scores Secondary: Engage On All Fronts — 2 VP |
| Score at End | 58 |
| CP at End | 1 |
So that was pretty awesome. Regardless of the tactical outcome, seeing Shrike’s unit takedown Ghaz only for Ghaz to Fight on Death and kill all but Shrike back was super cool from a narrative standpoint.
Beyond that, that was a solid but not great turn for the Raven Guard as they continued to remove key Ork pieces and score points. They’ve now built up a healthy lead in points and are hoping to close the door on the Orks in the next turn .
The board state in the middle of Round 4 is shown below.

Middle of Round 4
| Phase: | Go Second: Orks |
| Score at Start | 31 |
| CP at Start | 1 |
| Command | [Orks] Draw Secondaries: Extend Battle Lines [Orks] Score Primary: 8 VP |
| Movement | [Orks] Gretchin uses Thievin’ Scavengers ability to gain 1 CP [Orks] Breaka Boyz Makes a Normal Move towards Ballistus Dreadnought to Charge [Orks] Breaka Boyz uses Bomb Squig ability to do 1 Mortal Wound [Orks] Flash Gitz 2 Makes a Normal Move towards Aethon Shaan to Shoot and Charge [Orks] Big Mek Makes a Normal Move onto Objective 4 [Raven Guard] Lieutenant with Combi-weapon uses Evade and Survive ability to Reactive Move behind terrain [Orks] Stormboyz Makes a Normal Move towards Scout Squad 2 to Charge |
| Shooting | [Orks] Stormboyz Shoots Scout Squad 2 and Deals 0 Damage [Orks] Flash Gitz 2 Shoots Aethon Shaan and Deals 0 Damage [Orks] Big Mek Shoots Kayvaan Shrike through a CP re-roll of the Save and Destroys the Unit with a 2 CP re-roll for the Damage |
| Charge | [Orks] Stormboyz Declares a Charge into Scout Squad 2 — Charge Succeeded [Orks] Flash Gitz 2 Declares a Charge into Aethon Shaan — Charge Succeeded [Orks] Breaka Boyz Declares a Charge into Ballistus Dreadnought — Charge Succeeded |
| Fight | [Orks] Flash Gitz 2 Fights Aethon Shaan and Destroys the Unit [Orks] Stormboyz Fights Scout Squad 2 and Kills 2 models [Raven Guard] Ballistus Dreadnought uses Armour of Contept stratagem [Orks] Breaka Boyz Fights Ballistus Dreadnought and Whiffs [Raven Guard] Scout Squad 2 Fights Stormboyz and Kills 2 models [Raven Guard] Ballistus Dreadnought Fights Breaka Boyz and Whiffs |
| End of Turn | [Orks] Scores Secondary: Extend Battle Lines — 4 VP |
| Score at End | 43 |
| CP at End | 0 |
Orks get back into the scoring game with a decent turn while also experiencing the hilarious moment of seeing the Big Mek roll 6 to Hit and 6 to Wound in Shooting into Shrike’s 1 to Save followed by a CP re-roll into another 1. I don’t think the Orks will catch the Raven Guard at this point, but they are at least making the game interesting and refusing to go away.
Board state at the end of Round 4 is shown below.

End of Round 4
ROUND 5:
| Phase: | Go First: Raven Guard |
| Score at Start | 58 |
| CP at Start | 1 |
| Command | [Raven Guard] Draw Secondaries: Cull The Horde & No Prisoners [Raven Guard] Ballistus Dreadnought passes Battle Shock [Raven Guard] Oath of Moment on Breaka Boyz [Raven Guard] Score Primary: 3 VP |
| Movement | [Raven Guard] Ballistus Dreadnought Falls Back [Raven Guard] Scout Squad 2 Falls Back onto Objective 5 [Raven Guard] Lieutenant with Combi-weapon Makes a Normal Move onto Objective 4 [Raven Guard] Repulsor Executioner Makes a Normal Move onto Objective 5 |
| Shooting | [Raven Guard] Lieutenant with Combi-weapon uses Grenades stratagem to do 4 Mortal Wounds to Big Mek [Raven Guard] Lieutenant with Combi-weapon Shoots Big Mek and Deals 0 Damage [Raven Guard] Repulsor Executioner Split Fires to Shoot Stormboyz and Destroys the Unit, to Shoot Big Mek and Destroys the Unit, and to Shoot Breaka Boyz and Kill 4 models |
| Charge | [Raven Guard] Lieutenant with Combi-weapon Declares a Charge into Breaka Boyz — Charge Succeeded |
| Fight | [Raven Guard] Lieutenant with Combi-weapon Fights Breaka Boyz and Destroys the Unit |
| End of Turn | [Raven Guard] Scores Secondary: No Prisoners — 5 VP [Raven Guard] Scores Secondary: Cull The Horde — 5 VP |
| Score at End | 71 |
| CP at End | 0 |
I think that may the game as the Raven Guard end their 5th turn with an emphatic boot to the neck of the Orks. The maximized secondaries that turn while removing 3 key Ork units. At this point, the Orks can close the gap but need a miracle to come back and win.
Board state in the middle of Round 5 is shown below.

Middle of Round 5
| Phase: | Go Second: Orks |
| Score at Start | 43 |
| CP at Start | 2 |
| Command | [Orks] Draw Secondaries: Secure No Man’s Land [Orks] Drop Secondaries: Bring It Down [Orks] Draw Secondaries: Cleanse |
| Movement | [Orks] None |
| Shooting | [Orks] Flash Gitz 2 Performs Cleanse |
| Charge | [Orks] None |
| Fight | [Orks] None |
| End of Turn | [Orks] Scores Secondary: Cleanse — 2 VP [Orks] Scores Secondary: Secure No Man’s Land — 2 VP [Orks] Scores Primary: 8 VP |
| Score at End | 55 |
| CP at End | 2 |
And thats game as the Orks come back to make it somewhat close, but ultimately fall to the Raven Guard.
Board state at the end of Round 5 is shown below.

End of Round 5
RESULT:
Singles Format: 71 – 55 Raven Guard WIN
WTC Teams Format: 13 – 7 Raven Guard WIN
GAME REVIEW:
This was a super fun game to play. While not as close as I had hoped, it was very interesting because it is probably the most defensive minded game that I have played in a while. Both sides were focused on defending their home objective, screening out their deployment zone, and trying to minimize the opponent’s ability to land a devastating hit. It made for a very cagey game to play and analyze.
From a Raven Guard perspective, they are thrilled that they prevented the Orks from launching a devastating Waaagh turn, happy with how they handled Ghaz’s unit, and pleased by how they were able to spend their CP at the right times to blunt the Orks while also ruining the Orks’ CP economy with the Combi-weapon Lieutenant. On the negative side, they were more than a bit annoyed at how easily the Inceptors got stuck for the second straight game, although it was mitigated this game because the Inceptors had already done their job by that point and were a distraction piece.
From an Ork perspective, there is a lot to like despite the scoreboard. The Orks played more patiently than usual and it showed. They used their transports better than normal (and more like I use CSM transports), were much more disciplined and strategic with their CP usage (despite the Combi-weapon Lieutenant adding a Vect aura as another challenge), and got a lot of use out of their units. On the constructive side, they probably shouldn’t have sent the Beast Snagga’s after the Inceptors and could have managed their secondaries better (especially by not holding Bring it Down do long).
WHAT I WOULD CHANGE NEXT TIME:
- Raven Guard
- I still need to master how I use Aethon Shaan and he died too quickly for the second straight game. Also, the Inceptors got bogged down again for the second straight game. I’ll need to give some thought to whether this is a game play or list driven error since the same mistakes keep happening.
- Orks
- The one thing that stands out is Secondary Card cycling. I’m usually pretty aggressive and good about this, but the combination of the Vect aura and the lack of CP payback for dropping secondaries drove me to hold a few for too long (especially Bring it Down).
EARNED THEMSELF A NAME:
The Replsor Executioner. This one is a no brainer. The Orks had no answer for this unit all game long and it dominated the game for the Raven Guard.
MAGNUS OF THE GAME:
The Inceptors. As detailed above, they were more of a distraction than a real threat in this game, but it still is frustrating to see them get pinned down so easily.
CINEMATIC MOMENTS OF THE GAME:

Ghaz vs Shrike 1

Ghaz vs Shrike 2

Shaan vs Flash Gitz






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