40K Online

The Armies of 40k => Tyranids => Topic started by: Halberd-Blue on August 2, 2002, 04:13:57 PM

Title: Raveners...
Post by: Halberd-Blue on August 2, 2002, 04:13:57 PM
OK, I have very little experience playing against nids, I've never played again Raveners, and I saw their model a day or two ago and thought they looked so cool that I just had to start a Tyranid army based around them.

As far as I know from glancing at the Tyranid codex a long time ago, Raveners come in squads of 1-6?  So that means I could get 18 Raveners.

So, are Raveners any good?  How fast do they move (they are in Fast Attack so I assume that they move faster than normal)?  Is the Red Terror some kind of special Ravener?  If so, could I do something like having:

-HQ-
The Red Terror

-Fast Attack-
6 Raveners (I dunno any of the special rules or even their stats for that matter so I wouldn't know what to give them)

6 Raveners

6 Raveners

and then fill up the rest of my points elsewhere.

I know that since they are Fast Attack they would probably get ahead of Synapse creatures, so I was wondering what synapse creature would be good for keeping the Raveners from loosing the Synapse? (I dunno what that rule is called).

I might go and buy the Tyranid codex tomorrow.  Or just look through it.

So, are Raveners even any good?  I've never seen them in my very limited experience against Tyranids (only 5 games, 2 of which were against Seeding Swarms).

I changed my desktop pic to that of a Ravener...
Title: Re:Raveners...
Post by: jasper on August 2, 2002, 10:32:35 PM
i dont think the red terror can be an hq, but you can have up to 18, the have 3 attacks a and 2 wounds but you cant have mutants or biomorphs...i just started playing this game and am building an army of tyranids...check out the codex
Title: Re:Raveners...
Post by: The Hive Custodian (Retired) on August 3, 2002, 12:55:11 PM
Red Terror is Fast Attack. If you have enough, you can mutate a few, but not biomorph them. They move 50% faster than other infantry. If you want to keep them in Synapse range, take something with wings (Tyrants or Warriors); however, it's not essential, since they have Ld 10. Most people arm their Raveners with Scything Talons and Rending Claws. Beware, however, that they pay a price for that speed, so they may lose to slower troops in melee unless you have a points advantage in that assault. If you decide to take Warriors with wings, you should give them heavy weapons as well, making them Heavy Support instead of Fast Attack (Wings and certain weapons change which slot they fall into), and also giving them some good mobile ranged firepower, something Tyranids tend to lack.
Title: Re:Raveners...
Post by: SparqMan on August 6, 2002, 11:39:54 AM
All this complex mumbo-jumbo is what turned me off of a Tyranid army. I didn't want to spend hours on end figuring out all the possibilities of mutations and that horsepooh.

BLOOD FOR THE BLOOD GOD  8)
Title: Re:Raveners...
Post by: Black on August 7, 2002, 01:04:25 AM
I bought some raveners from my army and at first i thought they would be pretty good cause they have a high weapon skill and everything but ive played 2 games with them and both times they were killed by jetbikes i dont know if its my bad luck or what but i dont bother taking raveners into my army anymore
Title: Re:Raveners...
Post by: Antediluvian on August 18, 2002, 06:35:46 PM
RAVEORS ARE GREAT, but they remind me of eldar aspect units, only good if used properly. Ravenors are good for killing space marines and even rinos!. the best thing  to do with them is aproach rough terain in which your opponent does not have lign of sight. then charge them through it (they roll 3 d6 for rough terrain and take twice the highest) and asult. Basicaly its like attacking maines or terminators with banshees. remember that genestealers cost less, infiltrate and do not roll for instinctive behavior. They are howver faster, have more wounds, and have more weapons. the weapons are up to you but i use scything talons and rending claws or rending claws and death spitters.