Cheers, thanks!
I actually got the army facts confused after the fact, as my opponent was using proxies. He was running just space wolves, what I thought was Belial and deathwing, was Arjac and wolfguard terminators with lighting claws (lol). So, no hit and run shenanigans to deal with. Everything was WS 5, due to the great wolf detachment which negated my WS 5 a bit.
I did damage I could in shooting. Weakening wolf units with Shurkien Cannons from the Star weavers and Death Jesters. I was able to cast Fog Of Dreams, which helped negate one of his two thunder units a turn. His terminators charged one of my troupe and did a lot of damage, but I was able to get out of combat and then shoot/charge with my Skyweavers and the remains of that troupe (with my warlord).
Because of things like the terminators and the lighting claw jump pack wolf guard, his list was not too optimized. He had a few characters though running around and was winning handily on Maelstrom points due to his mobility. If I had not tabled him, he would have crushed me in maelstrom points.
Ravenguard I've fought a few times with some wins and some losses. In those games, I try to deal damage with Death Jester and leadership shenaniagans if I can. Getting a unit to -4 LD and me choosing the direction they run, can often lead a unit off the table. The issue is when they are fearless. I hope I get fog of dreams off on the more deadly units and try to bait charges with the bikes or a troupe. It's a hard game though, but if I get into combat, my units will do work.
Skyweavers are fairly good. They are very expensive and the zephyrglaves upgrades are more so. Their save is not very good, so you're relying on their two wounds more often then not. I find they are most useful staying back and doing damage with haywire cannons and then pulling into combat later on.
Thunderwolves are not too big of a concern for me. I have a lot of instant death and weapons which don't require strength to wound. So, it's just a matter of not getting charged (by a non-weaken