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Ravenguard: A review

Come join with me on a deep dive of the sneaky beaky Boyz in power armor! The Sons of Corax, the XIX legion, the masters of emo hair styles: the Raven Guard.

Many critics of 40k note the helmet-less models and ask why anyone would remove their in a warzone. In exhibit A here, we see a dead marine with his helmet, while the one alive has removed his, clearly showing helmets to be bad for one’s health.

As I mentioned recently, I have started to play Ravenguard, chasing the meta as one commentator so lovingly put it. Sure, Space Marines are the new hotness now, but not a lot seems to have been said about Ravenguard. They don’t quite have the offensive power many other supplements scream out at you, nor do they seem to have a lot of flashy tricks to pull. They are a lot more about that most boring phase of the game, movement. Yet, as many a top player will tell you, the game of 40k is won and lost in the movement phase. As such, they drew me in.

I am going to be using the ranking system utilized on several other reviews, detailed as such

Ranking System

Chapter Tactic

A detachment of Ravenguard gain two benefits from their chapter tactic. First, if an enemy unit is firing at them from more than 12″ away, they gain the benefit of cover. If they already were in cover, and not a vehicle, they then become -1 to hit. I actually am not a huge fan of this. It promotes a gun-line style army which most of the abilities gained by Ravenguard promote a more melee and short to medium ranged style play. Cover over 12″ is nice, but if you really want that, it is available as a successor chapter trait.

Surgical Strikes

This is the bonus a Ravenguard or Ravenguard successor chapter gains. While in the tactical doctrine, +1 to hit and +1 to wound characters. I like this. It is not super useful all the time, but it very much helps on the things it is good against. It fits the fluff of the Ravenguard very well too, which is always nice to see. A key thing to remember is a lot of Knights are taken as characters also, and this just makes tackling them easier. Characters are such an important facet of almost every army, being able to apply pressure and remove them is nice. While this is beneficial, it is not so good that you will miss it if its gone, making Ravenguard a popular chapter to soup with.

A note on Successor Chapters: As is the case with all the Supplements, if a chapter is a Successor, they may replace the work Ravenguard in all the below powers, traits, strats etc with their own chapter word. In addition, if the entire army is Pure Ravenguard, or pure Successor (same Successor -no mixing and matching) they get access to Surgical Strikes above. As of the November 2019 White Dwarf, a single Inquisitor model may join any Space Marine army and not forfeit their ‘pure’ requirement for Combat Doctrines.

The Unit (singular)

KAYVAAN SHRIKE


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Wargear:

Special Rules:

Synopsis:

Clocking in at a whole 130 points, Kayvaan Shrike is fairly good value for his cost. He gains a few pips of movement above what normal jump captains gain, and has a few nice pieces of wargear. The fact he gives you Chapter Master re-rolls without needing to spend the 2 CP on the strat is just icing. Shrike is a dedicated melee monster who can help others (and himself) be more reliable on the charge. His ability to re roll charges is decent, but rather limited. It will only effect the following units: Captains, Librarian’s, Lieutenant’s and Chaplin’s with Jump Kits, Vanguard and Assault Marines, Inceptors, Suppresors, Reavers, Infiltrators, Incursors, Eliminators, Phobos Librairan, Captain, and Lieutenant.

If you do make him your warlord (which I would not), he picks up an amazing ability to not be overwatched. Ravenguard (RG) have some very good warlord traits, and their double warlord trait stratagem, Master of the Trifold Path, cannot be used on named characters. Basically, if you take Shrike as your Warlord, you are giving up an additional power.

Looking at his damage output, Shrike is best against characters without invulnerable saves and Primaris units. Damage is not what you want Shrike for. He is there to help some units make the charges and to give a ‘free’ Chapter Master buff. The fact that Shrike is limited to only pure RG, and not successor chapters limits him further. On his own, he is not a bad unit, but compared to other choices (Chaplin, or Smash Captain), he just is not quite as good. He is not bad either, but over all I would rate him as Situational.

Warlord Traits

As I mentioned above, the Ravenguard have some amazing warlord traits, which can really change how the army plays

Relics

The relics of the Ravenguard, like all other supplements, is broken into two categories. Relics of the Ravenspire, which are limited* to pure Ravenguard lists only, and Special issue Wargear, which successors and Ravenguard both may access.

*Baring a strat to allow successor chapters to pick up a RG relic

Relics of the Ravenspire:

Over all, not a lot of standouts in the Relics of the Ravenspire. Lots of decent one, but not ones that make you stop and look. The trend will continue with the special issue wargear below.

Special Issue Wargear:

This list starts off with the standard four options available to every suppliment; Adamantine Mantle (5+ feel no pain), Artificer Armor (2+/5++ save), Master crafted weapons (+1 damage on one weapon) and Digital Weapons (a bonus attack that if it hits, does a mortal). None of these are very exciting, although some may have a place in armies, they do not lend Raven Guard anything unique. Let’s take a look at those that only the sons of Corax may take.  

Psychic Powers

Ravenguard have a decent array of powers. Like most supplements, one or two really stand out with the rest being fair.

So, Ravenguard Psychers will probably only take the two powers, Shadowstep and Enveloping Darkness. If you love psychic powers, this may not be the supplement for you. Moving on the Stratagems!

Stratagems

Psychic Awakening: Faith and Fury – Chapter Litany

In the second Psychic Awakening book, chaplains in a Pure Ravenguard or RG successor army get this litany as an added bonus simply for existing. The Ravenguard one is Swift as the Raven, which when active allows friendly Ravenguard units within 6″ to fall back and shoot. If they have the Fly keyword, they may fall back and charge. As a nice Aura bonus that costs nothing to take, this can be quite useful when it’s needed, especially if that Chaplin is a Master of Sanctity allowing him to shout out two litanies a turn. Competitive

Unit Combinations

I want to take a look at a few combinations this Supplement allows you to pull off that a normal Marine book would not be able to. This is not every possible combination, just one’s that I think have some definite possibility.

Assault Centurions: Anyone who has been paying any attention to the competitive scene knows that Assault Centurions (or Asscents as I like to call them) are good now. Their weakness has always been with their movement of 4″. Raven guard give them two ways to get around this, via the Strike from the Shadows strat and the Master of Ambush Warlord trait. In addition, the Swift and Deadly Warlord trait allows them to advance and charge, while the Raven’s Blade strat helps them make that charge. Of course, they can make use of the successor chapter trait Hungry for battle to add 1″ to their advance and charge rolls, or a Chaplin with Canticle of Hate to give them an extra 2″ on the charge. While the Litany cannot be combined with any other bonuses to charges, the Raven’s Blade is just a re-roll so it can be added in. This is a set of options that all combine to make Asscents very reliable and able to move up the board a lot better than on their own.

10 man intercessors with Stalker Bolt Rifles: This is a unit that is looking to capitalize on the 3CP Stratagem Target Sighted from the Space Marine codex, allowing them to target characters. With Surgical Strikes active, 10 shots at 2 damage a pop and hitting on 2’s is not to shabby as far as sniper go. If shooting characters, the +1 to hit can help mitigate the penalty to move as well. Again using Strike from the Shadows, or the Infiltrators strat to move up the board pre game. Not a conventional unit, but one with some good potential.

Aggressors: Another Meta favorite right now, capable of putting out a lot of shots, and being able to move pre-game means if they are in range before the game starts, they can double fire. They also have some good Melee abilities, being armed with what amounts to power fists. They very much want a Chapter Master nearby for support re-rolls, and the Successor Trait Long Ranged Marksman helps both the boltstorm and flamestorm variants. Being able to advance and shoot via their own special rule, Relentless Advance, and then charge thanks to Swift and Deadly makes them quite a threat. Of course using the Aforementioned Infiltrators and / or Strike from the Shadows strat, as well as Master of Ambush trait gives them a lot of options to get into threat range.

10 man unit of Incursors with paired combat blades: Ok, hear me out on this one. First, they can infiltrate up the board and set themselves up pregame to help zone out areas and create effective landing zones for Master of Ambush. Second, this is running the Whirlwind of Death trait, which is any 6’s to hit automatically generate and additional hit. Paired Combat blades also allow any 6’s to hit to count as an additional hit, doubling down on the trait. This is also using the 1CP Strat Gene-wrought Might which states any 6’s to hit automatically hit and wound the target in close combat. So, at this point, a 6 to hit will = an automatic wound and 2 extra hits (the extra hits do not also get the auto-wound feature, per the FAQ). Adding in a Chaplin with Exhortation of Rage (6’s to hit let you roll to hit again) is probably too many eggs in one basket, as this unit’s benefit is in it’s relative ease and cheapness. So, lets add this all up – the first round of attacks on the charge would net you 31 attacks, of which 5 should be 6’s. Regardless of hit or not, you re-roll all non 6’s, which nets another 4 6’s and and another 15 hits on average. That means you are looking at 10 hits that auto wound, and 35 attacks to roll to wound with. Sure they are only strength 4, 1 damage, and no AP, but there are a lot of them. The reason this is good for Ravenguard over other chapters is the ease with which RG can get that chapter master into range. It’s not for every situation, but even when you don’t need it, you still have a decent troop choice with fairly good guns.

Snipers: I am lumping Scout snipers and Eliminators together here. They are made for targeting characters, which in the second turn of the battle, they get +1 to hit and wound thanks to Surgical Strikes. It increases their efficiency quite nicely, and for Eliminators changes the math so that having the Sargent boost a member of his squads shooting is no longer necessary on anything but a Knight.

Phobos Captain with Korvidari Bolts: I have saved my favorite for last. The Phobos Captain can deploy almost anywhere on the board, giving him immense threat range. With the K-bolts, he has a shooting range of 36″ (39″ if Long Range Marksman) on a 3 damage sniper rifle that does not need Line of Sight. Once Surgical Strikes kicks in turn 2, it is also ap -3 and even just at strength 4, that +1 to wound on most characters means it is wounding on a 3+. If facing an army with a fair number of characters without invul saves, picking up the Phobos Warlord trait Marksman’s Honors (which per the Ravenguard FAQ does apply the the K-Bolts) to push this to 4 damage can be quite devastating, especially to the likes of Guard and Tau and Chaos. In my experience, if the characters have invuls, or lots of 5+ wound characters, it is typically not needed.

These are not all of the combinations possible, but just a sampling of ones to show what Ravenguard bring to the table. They tend to be more combat oriented, and lean more towards their infantry, which is quite fitting lore wise. They can certainly make use of any of the units in the Space Marine Codex, but outside Stealthy, which any Chapter can take via Successor Traits, they don’t offer any unique bonuses to vehicles.

I am quite enjoying my few games with this army thus far, and will be publishing a separate article shortly explaining how they have performed for me in-game.

Thanks for reading, and happy Wargaming!

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