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Raveners are one of the two nid types I don't own and am going to get some. What seems to be the best way to handle them number wise? Should I max the squad out? or is that over kill...can like 4 do a good job? And yes I know it depends on points, let's just assume the normal 1500.
Unless you're planning on having alot or are planning on using other Fast Attack choices as well, the best thing to do is three broods of Raveners with one model per brood.
Why do the survivors remain anonymous -- as if cursed -- while the dead are revered? Why do we cling to what we lose while we ignore what we still hold?
Name none of the fallen, for they stood in our place, and stand there still in each moment of our lives.
--Duiker, "Deadhouse Gates"
It really matters what the rest of your army is, how many FA slots you have, and the pt size games, but for me generally 1-6.
Wow, its convienient that you just chose the min and max range for raveners.....Originally Posted by Inquisitor Hause-
PS sorry for the sarcasm but i looked at this post and thought wtf???
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Besides doing the flaming which i quite obviously did, I thought that I better enter an opinion so that i can be flamed etc... whatever....
Raveners are some if not the best troops in CC they are fast and deadly. However they are not for the faint hearted at 40pts a model with a 5+ armour save and T4 they are very easy to kill. There are generally 3 accepted tactics
as Ostsol said 3 groups of 1 Ravener. This ensures that if your opponent wants to fire at the raveners then he can only kill 1. He then must use another squad to kill the next etc... prolonging there life. (in groups of one they are good against small targets like Tau suits.) keeping them together would mean that 3 can assault a squad which is very deadly. (and the poor squad can only kill 1 a turn max)
Deepstrike. To deepstrike them you really need to put them behind cover /give them devourers and hope they do some damage. This isn't the greatest option because the goal is to get them into close combat and when deepstriking you have to wait till the 3rd turn to do this. plus they'll sit in the open somewhere for your second turn.
3) the best option when combined with 1
Hide them behind your line of sight blocking MC's, yes this means they won't be as fast up the field as they could be but at 40 points you want them to make it. The 12" assault means that when you need to you can assualt 19-24". In this option you can put them in groups of 2-3 or with more MC's more remember you need to keep them out of line of sight. So if you have 2 fecis charging up the field keep them close together and you might even be able to fit 6 raveners in. (6 might be slight overkill i wouldn't personally go more than 4)
When using the large groups remember there points cost is high.They can easily handle there points cost equivalent in CC. However left in the open you can easily lose 200pts to bolter fire.
Deadly and scary but fragile
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Their main problem is that a decent volley of bolter fire can kill 2 or 3 just as easily as 1. Many people recomend broods of 1. The advantage is that 1 will probably be overlooked for bigger threat and it can easily grab table quarters and objectives. The downside is that 1 isn't that effective. Your can throw them in with your Hormies to help win combat or keep combat locked if your Hormies are out of synapse. Mid sized groups can be hidden behind a wall of MCs or you can try to keep behind terrain. Large size broods are going to attract a lot of attention and they are going to be harder to hide. I heard from someone that plays on a 5'x8' board that they are awesome. I can imagine the havoc that a large brood deepstriking would do. Particularly on escalation missions
I'm pretty sure he meant total in the army, not per brood. Max amount of Ravs is 18.Originally Posted by Carnifexus
Personally, I always run them in three broods since I don't use other FA choices. I'll either run three broods of one or three broods of two, depending on the points. Every brood always has at least one model that can fire a ranged weapon.
While they're not always super effective, I simply love the models and they prove to be nice flanking units. They might not always kill tons of things, but they always make for a great distraction.
I agree with previous posters about using units of one or sometimes two ravs. They can easily hide in cover and are often overlooked... until it's too late!!!
I've also toyed with deepstriking a big group of them all fitted for cc. This could work with a fast army that will have already engaged much of the enemy by the time they arive (for a powerful kick). Imagine tying up units with rippers or gaunts only to have a ton of nasty ravs drop in behind and charge in next turn!
That being said, they are risky and frail (I think the nids used eldar DNA for these critters!) but their relativly low points cost when used in units of one or even two makes them quite effective, even as fire magnets.
The best thing about raveners is that many people don't understand how they work. People don't get just how fast they are until they're charging in 12". Many people assume that they're more resilient than they actually are (some think they have a 4+ save like warriors, maybe its the model). Many players underestimate how deadly and disruptive they can be in cc. For these reasons they can often avoid fire against inexperienced or confused players (the sheer number of nids fielded can often be overwhelming, and the psychic presence of the hive mind tends to frazzle the brains of our delicious prey :wacko: ).
I've been thinking of a psychological tactic of putting ravs in groups of one out in the open and taunting the opponent into shooting them, saying "Go ahead, waste your round of shooting on that one little rav model." Who knows, it might be fun! :rolleyes:
The key to Raveners is not just charging them up the field with the rest of your fodder. Bring them up on the 2nd (if you have hormagaunts already in CC) or 3rd turn so they don't get shot up- a single squad of marines or even guardians with AP5 weapons can take out a full brood in one turn. Used as mop-up/support units, Raveners are devastating (a little overkill if you take a full brood). 6" move, 1-6" fleet, 12" charge, 20+ rending attacks means ANYTHING within 19" is dead, and anthing withing 24" could be dead.
Only use them against vehicles if you have to- 9 times out of 10 you'll end up with the vehicle exploding and taking out half your brood...
I agree with the good advice given here, and can only add a small suggestion - they work really well with the 'mobile terrain' TMC tactic (hide everything behind your MCs and walk them forward into charge range). Since you will only have a few raveners they're easy to hide, have a great attack range, and they can do impressive amounts of damage.
Does anybody equip their raveners with guns? I don't because I worry that leaving them in the open in firing range of anything will just get them shot to pieces by return fire. Am I being too cautious?