Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
what are the special rules to the raven guard?
what makes them different from the other chapters?
which do you prefer the wolves or ravens??
The reason I'm asking this is because I'm thinking of starting a space marine army, but I'm stuck between Space wolves and Raven Guard
Tucker: just give her money, she'll do anything for money
Tex: no I won't
Tucker: I'll give you 10$ to break grif's arm
Tex: which one's grif?? ^_^
Grfi: :eek: :blink: he's grif *motions to simmons*
Well, your best bet is to buy the marine codex. You will need it regardless of what chapter you play. In it are the Raven Guard rules. I assume you have a Space Wolf codex, as you didnt ask about their rules.
Mentor of Space Marine Commanders far and wide.
Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC
What makes Raven Guard special? We can take up to six Assault Squads, three of which can be Elite choices. We are also notoriously short on tanks and APCs. We really love our Scouts. Well, who doesn't? The thing is, Raven Guard really get a lot of milage out of the Tenth Company.
A lot of our Battle Brothers are clad in the old Mk 6 power armor because of a little incident during the Horus Heresy we like to call the Istvaan V Massacre. You play Raven Guard and you'll have four reasons to hate Chaos (Emperors Children, Death Guard, World Eaters, and Iron Warriors). For modeling the Mk 6 armor, make sure you use a beak helmet.
If you have any more questions about the Raven Guard, feel free to PM me.