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What is everyone here's opinions on raven guard, and can they use drop pods (flesh over steel is ambiguous)
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http://www.librarium-online.com/foru...ht=Raven+Guard (Raven Guard and Drop Pods)
As for my thoughts on them. I'm not really a fan of the fluff or the way they work, but then thats just meh. I tend to prefer shooty.
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i think the Raven Guard traits really suck, so i'd prefer Raven Guard with no traits...
But 1 thing i really like about them is Shrike's wing. God, with the Infiltrate and Scout rules they can be in CC by turn 1! And they alll have Lightning claws! Die, Tau, die...
Originally Posted by chickenpowder
Heh... Yeah, Shrike's wing can be utterly horrific. My personal record is 3 Termie squads (deployed in a cluster) with a Chaplain devoured in a single charge, with the wing 2 men short of full strength. It eats up a massive chunk of points at all but rather huge points levels though, so it's gotta kill a lot of stuff to break even.
Based off the Traits list, the Raven Guard is using pretty much the only traits that make any sense at all. Almost everything else involves Heavy weapons/Dev squads, Dreads, Techmarines/Apothecaries and Preferred enemy. The only change I could think of is See but Don't be Seen, for the stealthy thing.
Drawbacks are even worse. Aspire to Glory? New chapters don't have all the big, fancy toys?? They're one of the original Space Marine LEGIONS! Eye to Eye? Maximum of 1 speeder/bike squad? Nope. Flesh Over Steel works since the Raven Guard doesn't really rely on heavy armour, but I really do wish that Drop Pods didn't eat FA slots.
Overall, Raven Guard are basically a standard Marine army that gets Assault squads as FA or Elites, and Furious charge for Assault/Tac Squads. That and only 1 medium/heavy Tank. Aside from Shrike and his Wing, that's all that changes - meaning they can play as a perfectly standard Marine force, but they can toss in something interesting if need be.
Wow, a fellow Canadian! One of the first I meet on the forums (who is so proud), just makes me want to...:cry: .
Anyway, back on topic, I have never played or played against a Raven Guard army, although, judging from theor traits, I must agree that they would be a fairly difficult army to play (especially vs IG). The flesh over steel drawback must be a pain, since you must to think of a way to counter it by adding other anti-tank units, or hell, maybe you could just give all sergeants melta-bombs and jump at them!
I have recently learned that I will be playing against a RG player in the first round of a tournament. Playing as Blood Angels, Im guessing its going to be a pain playing against them for me, although I would just attempt to exploit their drawbacks (which potentially hurt them quite a bit). Since my list I submitted packs a large close combat punch, it should be a slugfest!
High Priest Avion
I think it's totally cool that you can have Shrike leading 9 troops all with terminator honours and Lightning Claws, but I think they are overpriced. So I wouldn't go with them.
Heh... yeah, we're a pretty rare bunch, but I do spot the banner popping up now and then.Originally Posted by High Priest Avion
I quite enjoy my Raven Guard, and they're not all that difficult to play. Ironically enough, my single most crushing win was against a Guard army that was unfortunate enough to face me on a Cityfight board. Land Speeders ate his tanks, Scouts cleared out a building, and 2 assault squads plus Shrike's wing rolled up the rest of the army into a nice, easily disposed of ball with some fire support from a Tac squad and my Predator. My Termie squad totally refused to come out of Reserves and play, and it was still a total massacre by the end of turn 5!
I generally find my other choices sufficient to deal with tanks - there's still Dev squads, Meltaspeeders, Termies of any sort, Dreadnoughts, and any Heavy weapons you give to Tac/Scout squads. Not to mention Assault Sergeants with Powerfists (S9 thanks to Furious Charge) and the wonderful cheap Meltabombs on any Assault squad you take. If you really want tankhunting tanks, there's always a regular Land Raider, Predator Destructor with Las Sponsons, or Vindicator. I find that a Destructor with HB Sponsons works delightfully to complement the rest of the army, though.
Blood Angels.... That stirs some memories. The last time I fought BA, there were a total of 5 men and a tank left on the table, and that was it. All BA units (I took Shrike's wing, just ran out of bodies due to lack of points), and mostly the stuff that arrived late (Reserves).
RG and BA are often eerily similar forces, and both can pour out a lot of pain if you're not careful. Actually, if anything, the lack of tanks can mean RG have more stuff on the field simply because they don't sink points into Armor. Be ready for some nasty Furious Charging Assault units, potentially nasty Tac squads (they can take FC, too), and all the other things any Marine force can toss at you (remember, Dreads aren't affected by Flesh over Steel, so they can pop up too).
As you said, it ought to be a CC slugfest. That BA game I mentioned? 1500 Pt. game, probably 2250 total points died in one massive fight over the main objective.:wacko:
i have a huge 2000 point Raven guard army shrikes wing costs 51 points a man
i have give 1 a combat shield and axe and 1 an assalrt cannon
shrke costs 170points ravens initiative costs 80 points a squad (lettin all re-roll hits)
lightning claws re-roll wounds
You now have 451 points worth of 5 men and and shrike which all have power weapons,re-roll failed hits and wounds and can infiltrate with jump packs i once took out 19 necrons in one assault phase!! or 18 guardians in one assault phase 7 banshees in one assault phase and even 10 flayed ones in one assault phase they win battles on there own 891 points of there dead bodies from shrike and his wing and 341 from the rest of my army
Shrikes wing either go first in CC or strike at the same time NEVER go last
Originally Posted by CaptShrike
1: mind your punctuation. Reading you post is like reading one long sensence...
2: can't give shrike's wing extra stuff, and CERTAINLY not assault cannons.
3: meet da chaos lord. Will strike your shrike's wing down with a str 8 power weapon , 6 attacks on I6. Shrikes wing has 4, the man himself 5. Not funny.
4: Only shrike has re-rolls to hit, and then only 1 per turn.
In large battles, this unit can indeed be very cool. But taking it in under 2000 is almost suicide; one well-placed ordnance hit and they're toast. Bye bye 1/3 of your army...
"I have died a thousand deaths, and I will die a million more..."
Sri for no punctuation and shrikes wing are allowed to take equipment they r not SPECIAL CHARACTERS shrike is they arent. also there is a rule called ravens initiative which costs 80 points for 5 men it allows them to re-roll there failed to hits and shrikes wing NEVER strike last in close combat. Lightining claws are power weapons which re-roll failed to hits.
chaos lords are terrible he has strenght 8 cause he has a power fist and it says nothing about 5 attacks and initiative 6 ANYwhere in the codex