Unfortunately, the Raven Guard Tactics are pretty tame, unless you focus on Assault Squads. The upside to that, is that SM Assault Squads are reasonably good right now.
In my experience using Blood Angels [that use a large amount of Jump Infantry] they need mobile heavy / special weapon support. In that role, BA's have fast tanks that are great to work with them.
The shooty units soften targets, and tend to draw early firepower as they're the more immediate threat.
Since SM don't have fast tanks, but Bikes make a fanstastic weapon platform for special weapons, and Land Speeders / Stormtalons make for fast moving Heavy Weapon support. Razorbacks could also work, but they are a little slower. Same issue with Dreads, unless you Pod them into the fray.
If you're making Assault Squads into "Hammer" units, with PW / Meltabomb Vet Sarge, a pair of Eviscerators, and maybe flamers too, then taking Scouts in LSS transports could allow you to have heavy weapon support, and some "tie up" troops whose job it is to hold things in place while your Assault Squads do their damage.
Since that would be nearly impossible to do with formations, my suggestion would be to use a CAD. My first suggestion would be something along the lines of...
Chapter Master Smash-Face
5x Bikes with guns, MB Sarge
5x Scouts with MB Sarge [PW Vet Optional]
LSS Transport
5x Scouts with MB Sarge [PW Vet Optional]
LSS Transport
10x Assault Squad, PW + MB Vet Sarge, 2x Eviscerators, 2x Flamers
10x Assault Squad, PW + MB Vet Sarge, 2x Eviscerators, 2x Flamers
1x Storm Talon w/ Skyhammer Missiles
5x Scouts w/ Sniper
5x Scouts w/ Sniper
2x Land Speeders w/ Guns
That gives you 3 fast Melee units, 2 fast tie up / fire support units, 3x *Fragile* but fast fire support units, and a couple cheap objective campers / bait units.
The problem, in my eyes, is that a White Scar version would be better, except for the reliable charge range / HoW hits for the Assault Squads. Hit and Run lets you get out of combats you don't want to be in [I've had scouts live through being assaulted] which then lets you turn your fire support units upon the enemy unit, before counter charging with one of your own melee units. That is a strength that can't be ignored, it's phenomenally powerful. You can then move your campers back onto the objective while your melee beast blasts off to the next victim. Instead of sacrificing your scouts, they keep scoring the objective / drawing fire from melee units.
Ravenguard would be better if they had stealth for the whole game, instead of shrouded for one turn. As it is... the power is kind of meh compared to the others. I'd be more strongly tempted by Ultramarines, White Scars, or even Sallies [Land Speeders with a HFl / MM?] but I'd need to work Vulkan into the list instead of CM Smash-Face. Substituting Vulkan with some Honour Guard in a Pod maybe? Rework some things and give them a Redeemer instead?
Anyhow, I find building a Raven Guard list to take advantage of their abilities leaves me with the immediate feeling that the list would be more powerful as something else. They were my first "interest" in this codex, coming from Blood Angels, but I quickly found that everything else was better, in my eyes.