It’s. Yet another powerful option for a jet pack murder machine. Use when a RAVEN GUARD INFANTRY or BIKER unit from you army is chosen to fight. Thunder hammers are certainly pricey now, but increased reliability in delivering the bearers helps to offset the cost. It’s a truly eye-watering number of attacks at the price point though, so maybe, just maybe, there could be a place for it in some strange build.SuppressorsRaven Guard have two big things going for these guys:Dropped into a terrain piece, they’re quite hard to shift, mitigating their big weakness of fragility. The spectacular point cut and extra wound that Assault Centurions got in the codex has left them poised to be great, just waiting for the right mobility tools. Raven Guard have two big things going for these guys: This may not get them the nod over other options, but it’s worth considering. They’re also tough enough to soak up a counterpunch from armies that don’t have hefty mortal output (do be wary of those).Much like with Aggressors, even if you can’t profitably go straight for the throat with them, starting with these set up in a central ruin is going to be appallingly bad news for your opponent in a lot of tournament missions, as getting to precious central objectives is going to require prising these from their cover, which is a tricky feat to pull off.The spectacular point cut and extra wound that Assault Centurions got in the codex has left them poised to be great, just waiting for the right mobility tools. The “configurable” re-roll here is a great combo with a thunder hammer or other -1 to hit weapon as it lets you grab an errant 2 from a hit roll, or a failed wound. It’s also got some great tools for people looking to build out into Imperium armies, and we expect lots of experimentation with them in these as well. Check out the full 40k rules for Chapter Master Kayvaan Shrike from the Raven Guard codex supplement book. There is a mild tension with them that you ideally want them stationary on turn 2, which does tend to mean putting them somewhere where they can get shot up, although thanks to the +1 to hit from the doctrine while character sniping they’re still fine if they have to move. ABOUT THIS EDITION. Overall, though it’s technically a weaker ability than what they had (it certainly no longer feels like the definite “best” trait), it’s also one where extending it to vehicles (even just the cover bit) is extremely powerful. With the ability to fall back, then immediately striking at a more vulnerable target,**** the Raven Guard will be a slippery proposition to face. Almost like there’s some sort of theme going here. They also present the threat of popping in and assassinating an unsuspecting character, as the footprint of a 3-model squad isn’t huge, meaning your opponent might mess up their screening.These are still a bit heftily priced for what they do, and Raven Guard are quite likely better off spending the points on Aggressors and using their tricks to position them, but these are very cool and if you want to use them they’re certainly at least fine here.EliminatorsRaven Guard Primaris Eliminators. Select 1 RAVEN GUARD unit from your army that did not make any attacks during your turn. Since the original great round of nerfs on this style of ability, most of these have either been tied to a specific unit or prohibited you from then charging. You may only use this stratagem once per battle. If they realise you can do this and backline all their Knights? With all of the codex supplement stratagems gone over, what do you think about the Raven Guard? Bringing two squads of Infiltrators lets you build a nice anti-deep strike bubble around this.
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