3/5 stars. Solid and average.
Background.
Smashed and betrayed on the sands of Istvaan 5, the Raven Guard fought a battle for their very survival before they were picked up by their brothers over 90 days later. Their latter actions in the heresy became muted, but not for lack of trying. Corax even gained knowledge from the Emperor about gene crafting, but only created monster for his legion instead of the fresh troops that he desperately needed. Splintered segments of the legion became part of the shattered legions, and they inflicted serious losses against the traitors as best as they could, including the Perfect Fortress, as well as saving the Space Wolves at Yarant.
Armoury.
Third edition brings back the bulk of their armoury.
Ravens Talons is a free replacement for lightning claws that bags the Impact special rule for I+1 which makes it a no-brainer upgrade.
Corvid Pattern Jump Pack gives not only M=14, but also a free pass for dangerous terrain and a maximum Bulky rule of 3. Might as well take them.
Corvid Pattern Jump Pack gives not only M=14, but also a free pass for dangerous terrain and a maximum Bulky rule of 3. Might as well take them.
Wraiths is the special rule for prime advantage which shows how their gene father passed along his gift for moving unseen. This one is tricky to wrap your head around. If they rush, they can then make a willpower check which if successful means that enemy charges against them are disordered. But if failed, then the unit becomes stunned. This is wildly risky and from a rules point of view just not justified. Only do it with a WP=10 commander present, and then even then you'll probably think twice. It is too situational really. I doubt it will see much play sadly. Swing and a miss from the rules creators.
Tactica.
Shadow Walkers means that your units are only suffering snap shots at them from >18 inch range. This is a massive change to previous editions. Yes, it is super powerful. But. On the other hand. If you are facing off against the World Eaters who want to close the gap immediately (or similar), it is really no advantage at all. Bizarrely for the Raven Guard, it is now probably better to have massive gun lines and bulky dreadnoughts than up close sneaky infantry conducting an alpha strike (but again: your fluffy World Eaters opponents don't care about your special rule, so it won't be an advantage at all. Strange days.
Gambit.
Decapitation Strike causes you to have 1 attack which if successful is followed up by the rest of your attacked without bothering about focus rolls. Combined with a big nasty close combat weapon, this is actually a really powerful gambit and one that you should be using at the outset. Very strong and reliable, unlike most of the above.
Additional Detachments.
Decapitation Cadre gives 4 slots that have to be filled with recon marines (2), or veteran assault squads and dark fury squads (2). It's passable, but not excellent.
Advanced Reaction.
Shadow Veil lets you move a distance equal to your initiative when being shot at and grants shrouded at 5+. This is good and potentially makes an opponent waste their shots (in extremis), but likely gives you that 5+ shrouded save (more reliably).
Shadow Veil lets you move a distance equal to your initiative when being shot at and grants shrouded at 5+. This is good and potentially makes an opponent waste their shots (in extremis), but likely gives you that 5+ shrouded save (more reliably).
The Raven Guard are a figurative shadow of themselves in Third Edition. Against some opponents (gun lines), they will actually be really powerful. Against others (close assault), much less so. Fundamentally, this is why they get 3/5 stars from me. Solid enough against mid-tier armies but nothing stands out beyond the gambit.
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