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This week's diet of the week is Raveners! Slippery creatures, ey?
Raveners are generally close combat beasts, only using weapons (if they have them) to cut down the number of wounds in the opponent before assaulting. With the ability to deepstrike onto the board and move through cover faster than the average opponent, these guys will get into close combat quicker than most of the beasts in the codex. Their stat line is ok, but coming at the same amount of points as a Warrior, these guys have unreliable cover save but have better attacking power (Attacks and Initiative coming to mind).
Generally I like the models, but the stats and the points cost make these guys expensive quite quickly. There are some other, better choices in the Fast attack slot, and really you should invest in at least 6 raveners accompanying a Trygon or two to make a differance in the game.
So how do you field these beasts? Do you use them at all? Any cool stories about them? Giving your general overview is greatly appreciated, but discuss anything related at all to do with these guys!
I like the figs and overall idea around raveners. However I've yet to find a nitch for them. Often I just end up running them like melee warriors since that's basically what they are. They do go well with a trygon and have a bit of added flexibility with their deployment.
Generally if I'm deep-striking them, they end up dead within a turn. For some reason they are always seen as a prime target and end up dead before they actually get into combat.
Yeah, people don't really like them, and they do tend to get targeted. I find that they can't absorb that much fire either, making them quite vulnerable. This can be fixed though by providing many other immediate threats in concert with the Raveners. Deepstriking other guys with them can help a lot, as it provides other targets to worry about. Deepstriking them with Trygon's work well, and I find they can work together like two cogs.
It is true though that they do not contribute greatly to the general plan. I find they are pretty much Warriors that don't help the army as a whole but instead just get into combat and do what they can.
Primarily, raveners fill a similar role to lictors or mawlocs: distraction and disruption units. They are extremely potent, but like any Tyranid unit, concerted effort will of course remove them.
Raveners are perfectly appropriate for causing panic in the enemy. Many 40K players are unreasonably fond of outflanking units but then pooh-pooh things like lictors or raveners or mawlocs, all of which are far more useful and reliable than just about anything that outflanks.
If you're a fan of disruption via outflanking, then you should love raveners as well. They perform a similar function, except are better at it.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
I love them, incredibly dangerous and as 6 pointed out, just about the biggest fleshy spanner you can throw in someones plans.
My problem however, is that their just too damn fragile! if they had a 4+ save and only 2 wounds id take them in a heartbeat, but the fact that bolter fire shreds them like flies and they take a bit of a hammering in CC againt anything with more than 1 attack each is just too much. Hidden Pf's also cause horrific damage.
Whilst they devastate the frst unit they charge, they then atract a huge "shoot me" label and when they are shot... they die... fast.
As a slightly lesser problem, i find them very innefctive in either small numbers or after you take casualtys. You tend to get locked in combat, and then at the mercy of the hidden PF's.
Your friendly neighbourhood gargantuan creature
Ravenors are over-costed and under-armored. They are best used as purely a distraction unit. Once in a while, you may take an unawares player by surprise with their long threat range. However, the more experienced players can very easily deal with them. They are not a solid unit, but anything that draws firepower from your core units has some value.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2