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Thread: Ravenwing

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    I read the new 40k rulebook today. And then I read Codex: Dark Angels.

    Know what I realized? HOT MONKEYS! Ravenwing is actually GOOD now!

    An entire army that can Turbo Boost, and Jink, then also has a neat leader!

    Granted, the White Scars still pwn the Ravenwing, but I think that the Ravenwing are almost the missing link between White Scars and Tactical Squads.

    So, under the new rules, does anyone else believe that the new rules and updated FAQs make the Ravenwing suddenly worth it?

    If a tree falls in the forest, and it lands on a mime, does anyone care?

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    Senior Member logan grimmnar's Avatar
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    No.
    Bececause by turbo boosting, you are denying the squad the biggest advantage: the ability too shoot with their twin-linked bolters and any other weaponary they might have.
    Note that the invulnerable save is only for SHOOTING, and by turbo-boosting, you are going colser to the enemy. Against tyranids or any other combat orientated army, its pretty much suicide.
    Ravenwing is still as tough army to play with as it was in 3rd edition, but you will get lots of respect for it.

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    Originally posted by Long_Shot@Sep 10 2004, 19:19
    An entire army that can Turbo Boost, and Jink
    :huh:
    so you choose between 3+ inv and 6+ inv... and?
    aka the little flamethrower girl, aka jachu_ka

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    Well, I think there's a few things to consider.

    1) It now has awesome survivability. Even if you get shot with an ap1 weapon, you can still make a save. Granted, not a great one, but you still can.

    2) Turbo-boosting can now get your squads into almost perfect positions and can provide awesome defence against shooty armies like Imp. Guard.

    3) The Raven Sword is now not an obligatory item, so (While i think it's worth it) you can swap it for something else.

    4) Smaller squad sizes means it's easier to keep unit-coherency, and means you can maneuver them around easier.

    All in all, I think that the 4th ed. rules have breathed new life into an otherwise pointless army.
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    OK to address your points:

    1. I dont think I would ever bank on a 6 save, it is a nice to have, but it just isnt convincing

    2. Turbo boosting -since rven wing ahve always been fast enough to get into possition, this give you the square root of bog all, most of the time they have been in assults in the first round, if you were going to waste a round and assult in the second, then alright the inv save is usefull, but as someone pointed out, they dont get to shoot so it is a double edged sword

    3. Hardly major

    4. never relly been problem with raven wing, or indeed any bike based army, the points cost tends to mean you have so few minis you have room to manouver
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    Rex
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    Sorry, I havn't read the new rulebook yet but here's a question:

    Do you get invulnerable saves on bikes when moving over 12" (turboboost?).

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    i think to many people disrespect the ravenwing

    they deserve more credit

    white scars are just crazy mongolians with pony tails


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    Just remember to NEVER turbo boost when playing against Grey Knights.

    All of those weapons that ignore invulnerable saves, will ignore a turbo boost save since your normal save is REPLACED with the invulnerable save.

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    good point there H0urg1ass, of course I fail to see why you would take a master on a bike as the master on speeder far out classes him. Ravenwing have always and will always be an army that makes you work they're not someting that can be played easily.
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    Originally posted by Rex@Sep 14 2004, 13:43
    Sorry, I havn't read the new rulebook yet but here's a question:

    Do you get invulnerable saves on bikes when moving over 12" (turboboost?).
    [snapback]212800[/snapback]

    It's not just moving over 12", the rulebook states that the unit must end at least 18" away from it's starting point to claim the invulnerable save.
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