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Looking on people's lists.. I notice that not many people use raveners.
I'm a relative Nid newbie, but on paper, they seem amazing. 40 points for 5 rending attacks on the charge (let's face it, with speed, that's what they'll be doing) and the ability to deep strike.
If you're not against MEQs then 38 points for 6 attacks on charge at I5.
You can even give them devourers. And there's huge flexibility with numbers in the brood. Plus with high leadership, synaps isn't that much of an issue.
I'm tempted to put stacks of the little darlings in, but because no one else uses them much, i'm thinking.. is there some MASSIVE thing that i'm over looking?
The main reasons that people don't use them are that they have a weak armor save and as such, are susceptable to small fire. They also don't benefit from synaspe automatically like warriors do so they can be instant killed. With support they are great though.
The other reason I think is because they are expensive. It is $15 US for one of them and they aren't one of the mainstream units that everyone gets, like gaunts and warriors. Thus when a lot of people already have ended up with, it is pretty easy to substitute warriors and a few squads of stealers to take raveners places.
If you ask me though, I wouldn't deepstrike them unless they have guns and it is a large squad. Since they wont be able to assault that turn, they need to be able to take out a squad that is near them so there will be less fire against them. Also, remember to deepstrike them semi far away and if you can, behind cover. Since they are very fast and have fleet, it shouldn't be too hard to get them to the enemy next turn for an assault and if you're playing on an 8x4 board or something where the enemy is a long way off, even deepstriking them a ways away will still be closer than moving them.
Last edited by Warrior47; July 22nd, 2006 at 19:33.
Originally Posted by The Paint Monkey
I dont use raveners because I refuse to spend 40+ points on a model with no bolter save. Because they cant charge the round they arrive via deepstike, i'm worried raveners will just get killed before making it into cc.
i personally love my rav's but yeah as said in the above posts they are semi frail, tho having 2 wounds each does make up for the low save some what
the key to theese guys is patience most people i see use them try to push them straight up at the enemy ahead of the front line of thier attack force. this tactic always gets them crushed. if you take rav's try holding them back and plan on hitting the enemy in turn 3-4 when yor little guys have fire lanes clogged up,
I love em, I have often used them with great effect by letting them cgarge at the flanks using fex's to draw fire away from them.
I love my raveners, but I am aware of their weaknesses. They cost the same as 2 enhanced carapace genestealers, and get one less attack on the charge. Outside synapse range they are not immune to instakills either, so their two wounds can go away very quickly.
But their speed is awesome and terrifying. Turn 2 assaults are almost inevitable if the food is not hugging its deployment edge. And if the food concentrates fire on the ravs, then they're not shooting the rest of the swarm. Ravs really stiffen up the assault of a brood of hormagaunts, and the hormies help protect them from hidden powerfists. Hormagaunts + raveners + winged warriors for synapse support is a fast and powerful assault combination.
Thank you one and all.
I think i'll use them. They seem to make excellent terror units.
One of favourite aspects about them is the fact that one can make a squad.
Even if they get totally shot up in one turn. 2 can tie up two different enemy squads for a turn. I love the models too.
Anyway, thanks again. Happy feeding.
I love the idea of a ravener and I have two of them so far each in one FA slot. They can mess up enemy units pretty good (though as of late I have been rolling really bad with them as I haven't had a many rendings with them before they die in the last few battles I had). Also my oppenents know the pain of an assault from raveners thus they are usually targeted very early on and die fairly quickly . In the future I may add some more to the squads though as said before they are fairly expensive though they are expensive points wise so its not too bad I think.
Is it me or does any other necron player get annoyed when they see people saying "Necrons eat souls". How is that even possible as souls are part of the warp and necrons want nothing to do with it? Eh probaly me just me being picky.
Tyranid Hivemind Member
I'm a huge fan of raveners, hence why I'm taking the time to convert them to make them look cool before actually adding them to my army list. I currently only own 3, but I intend to buy 12 total, 6 with claws, 6 with talons. I'm all about the versatility. Only thing that sucks is the lack or a reasonable armor save but if you use alot of cover and can block line of sight... mmm.. they be deadly. OR you can just do what I do. Give them too much stuff to shoot at.
My current 1000 point list has 2 fexes, both coming in at over 200 points. A tyrant for 155 points. 2 Zoanthrops at 65 point each. two 8 man squads of gaunts (until I get my rippers done), and a broodlord and his retinue.
It's not alot of stuff to target BUT due to the general fact that each fex is 5 wounds with a 2+ armor save and toughness 7. Zoans are 2 wound with a 2+ armor and 6+ invuln save and the Tyrant is a nice 2+ armor save as well makes peopel want to cry a little. People are literally forced to concentrate fire and most of the time with effective use of cover and wounds that would ignore the armor save end up being saved by cover.
The only list that gives me problems right now is a black templar list at my workshop... but it consists of 3 squads of terminators, 2 normal and 1 assault. All with like 3 attacks with powerfists. Plus a chaplain, plus another HQ in terminator armor and 2 squads of normal templar marines. Not exactly fun.
Jack, do you have a lot of shooty in your force? Because the BT rule where they advance if they get shot at can be used to winkle them out of cover or into range of a genestealer assault (if you can afford them - even basic ones will work for this tactic).
My regular BT opponent has two big weaknesses to overcome - relatively slow advance, and no heavy weapons. My gun HT and gunfex damage them at range and when they do advance, I get to charge first with raveners and stealers.