So the newest version got a couple more good test flights (Imperial Guard Armoured Corps, Tyranid Dakka list, Chaos Daemons Winged Lords list, and the inimicable Mechdar).
There were a few bumps along the way as I learned to steer this ship but I can't lie. The force stands up well. In poarticular the evolution of the Black Legion Chaos Lord has been quite expensive but needed.
Breaking it down below:
Raptors: these are the star of the show. they are capable of holding an enemy in their own deployment zone for a long portion of the game. Win or lose (and they do their share of both) their main asset is simply to pin the enemy down and inflict damage. their grenades cause all tanks to fear them in the numbers I have them and normal troops are not looking forward to the charges. Elite units tend to stand us up a littlke but sheer weight holds them in place for long enough. The Raptors though ultimately an expendable part of the force, are what disallows the enemy from ever whiffing midfield and any objectives thereabouts. Clock is ticking.
The Psychic powers of the Sorcerer are usually a Debuff on enemies. The sorcerer allows the Raptors to be able to function against almost any top tier melee unit, in particular the charge. If i do alter the sorcerer to be Level 2, Biomancy will be my choice.
The Obliterators have been spending more time on the table itself in some fights and Deep Striking only when facing Eldar and harder to crash things whose rear armor may be the only or best choice. They take resources to kill and the enemy does hesitantly offer some fire at them hoping for a little luck but a 2+ Tough 5 with cover is pretty hard to kill. They guard objectives pretty well and they provide fire support a little bit. Just enough to keep armoured enemies honest.
The Chaos Space Marines are simply there to come on as reserves and march to Hill 54 or wherever we need to take something. I typically don't involve them in the main fighting and they typically would rather take their 24" shots over rapid firing unless its an objective in the 5th round they have to get to. The LD boost on the Black Legion groups helps them take the beatingthey get subjected to by the enemies excess fire and such small units can lose very few and run. So the LD boost really helps those two units.
Mutilators DS more often than anything, though when there are drop armies, the Mutilators patiently wait for their prey in the shadows. Clearly they are good enough to inflict some damage and whittle a unit over the course of rounds, plus make its mission pointlesss. Against Tyranids, two of them charged and ground a 30 gaunt squad to dust and bones over the course of four game rounds and no one dared eneter the melee for fear of losing other units to their slow grinding ways.
The Chaos Lord is now fast and can solo anything in the game. he is definitely NOT immortal and suffers the usual weakness of his "Captains" statline. However, his Nurgle blessings and his Bike at least give him a level of protection against all but the Wraithknights of the world. Even the WraithKnight may not enjoy his arsenal however.
The Heldrake is so profoundly disturbinmg to foes that they will spend a considerable measure of fire power to take it down and in the best of days it might fire its torrent twice but we all know how much that can actually mean. It has been a worthwhile tool from start to finish. And It is just a ridiculously good looking model. It's just really good.
All four were wins save one, though that was a positioning error that was infinitely avoidable in the end..