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Well ok i've been playing with my army for about five months and play when i get the chance. I have a sizable army i think. But one thing is, I don't have any raveners. I heard goods and bads but I don't feel right now i'm hurting from not having them.?.? Though I would like some input on how they may help my army as i am looking into purchasing some new guys.
If you're not using your fast attack slots, Raveners are a great way to fill them up. When I use Raveners, I use three broods of one Ravener. Because they're terribly squishy, this makes it more likely that at least one of those broods will make it into close combat.
Personally I think raveners are sweet. I don't use them very much (I only have 2 models), and their performance is mixed, but overall I would say you should get a couple and try them out.
1) HOW many rending attacks?? That is just sick. They definitely sock it to the MEQ's! They are basically super-fast genestealers.
2) They are fast! Hormie-fast! I usually advance them along with the hormie-charge, it helps to put them next to a HUGE brood of hormies, then nobody wants to waste the shots on a 'single model'. They also add an extra kick to the inital assault.
3)They are perfect for jumping those annoying fast units, like jetbikes, jetpack troops, etc. With all their attacks, especially on the charge, they can even bring down fast skimmers pretty well.
4) Nice leadership. Definitely helps them break away from the synapse web, and go do their own thing (like hunting jetbikes, or circling around to avoid getting boltered to death).
1) They are horribly fragile. Their speed kind of makes up for this, cuz they can pick and choose their cover, and also hiding in a hormie-ocean helps. But if someone has the brains to target them, they will die. They rarely survive the first turn of combat. And after the opponent realizes what they can do, they never survive the second round. Although similar to the hormie-ocean, it helps to have them fighting in combat alongside a Hive Tyrant, that way the opponent overlooks him and tries to take down the bigger beast instead.
2) They don't really have many biomorph options. You can't even give them flesh hooks! This can be annoying. Oh, and don't even think about extended carapace, if they just had that single option, they would suddenly be amazing. But.... no such luck.
I don't run mine with guns, but that is another option I'm sure someone will tell you about. Basically, they are sweet, but require finesse to use. I suggest you try them out.
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
I concur with the advice given so far.
Me? I prefer my bio acid SMC. 36 points for 3 chances to pin or destroy vehicles, vs 40 pts for a model that gets no save vs any basic gun besides las.
They remind me of super fragil gene's. If you can get them there in numbers they are great. Send one and it will die.
but as pop tart ninja suggested, groups of 1 are great. Reason being you now have a 38pt scoring unit that can deepstrike and lurk, getting a 4++ or 3++, or even a 2++. It's all sorts of fun.
I've tried them in a few games and have been non plussed by results. VS IG they were great only because I took 15, and was able to get to him. Vs anything else I would have been crushed.
16,000+ of Eldar (only need flyers)
7,000+ of Nids (want heirophant)
6,000+ of Space Marines (need rever titan)
4,400+ of Cygnar (all models for the faction)
1,500+ of Legion (just started)
Thanx guys for the response and I think I will invest in a few soon.
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Quannum, funkin' out in every way. Since 1987.
They are probably the trickiest unit to use in the nid codex. (and a lot of the other ones too)
but fielding 2 squads of 2 raveners with devourers (yes they are expensive in points) and having them hide behind terrain against semi-static armies, they pay off on those rare days that they do get to see combat. (shooting all those S3s with BS4 and reroll to wound drops a lot of models) and the charge afterwards hurts even more.
However they are situation oriented. Compare their mobile firepower to your raveners. If they can probably get a clean shot at them with those units, your raveners are toast. If they can;t...your raveners will pay off when they finally make their assault. (also just hide them behind your flying tyrant and they can get there safely by using the mobile cover...their speed can keep up....and hiding behind the fex means getting there longer (carni is slow) but they can act as the spearpoints of the assault because of their great charge range(maybe getting there a turn earlier before that fex comes in to clean up)
Raven Claws Space Marine Chapter........2500 points
Waagh Rotskrag (in building process)
Member of the Fluffmaster Clan
I advise against both Carapace Weapons on Raveners (you're better off using fleet, so you might get to shoot once before you spend the rest of their lifespan in CC... too expensive for one turn of shooting if you ask me), and Spore Mine Clusters. Spore mines really aren't useful, and since they're deep-striking, they're even less useful because you can't count on having them when you need them.
I'd almost consider taking them vs. Dark Eldar, but Sniperfexes should absolutely destroy a raider rush army.
You mean if Tyranids get the first turn?
I think Raveners can be awesome if used correctly. I usually use them to take out walkers. In my last game my brood of 3 raveners took out 3 penitent engines. The number of rending attacks these guys put out is just insane.Looks like you are playing your Raveners wrong...a ravener with 2 pairs of scytals at 38 points is silly...spend the extra 2 points to get rending claws...those rending attacks really make a difference.but as pop tart ninja suggested, groups of 1 are great. Reason being you now have a 38pt scoring unit that can deepstrike and lurk, getting a 4++ or 3++, or even a 2++. It's all sorts of fun.
Last edited by jonahgabriel; December 14th, 2006 at 17:35.