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THE COMPLETE GUIDE TO THE RAVENWING
By Jay Winton
This article has been reproduced without permission from the author.  It's use here is not intended as a challenge to the original authors copyright and is reproduced here for the sole purpose of enhancing he Dark Angel spirit and the warhammer 40,000 experience. If you happen to be the author Ja Winton, please contact me so that proper credit and contact details may be established, and the article removed if you so wish.
The Art of Not Getting Charged

Every single army, even sisters of battle, has at least one type of specialist close combat troops. These units are: Assault Squads, Death Company, Khorne Berzerkers, Striking Scorpions, Wytches, Genestealers, Ogryns, Seraphim, Incubi, Terminator Assault Squads, Hormagrants, Raptors, Carnifex, Hive Tyrant, any sort of HQ choice with a close combat or power weapon, Slugga Boyz, Nobz, Dreadnauts of Any Sort, Avatar, Wraithlord, Bloodletters, Greater Daemons, Nurglings, Ripper Swarms, Howling Banshees, Any squad numbering 10 or more (except pussies like gretchen and guardsmen) Some are more deadly than others, but they will all spell disaster for a bike squad. When playing ravenwing, NEVER EVER CHARGE THE ABOVE UNITS! There is a 90% chance that you will LOSE. The scariest things are power weapons. When faced with a unit that ignores armor saves, your squad is roasted, toasted, and deep fried in bacon grease. When faced with any of the above enemies, shoot them. Remember the "Optimum Distance" concept. Figure out your optimum distance and go there, then blow the sh^t out of them. However, if you somehow find yourself in the "danger zone", then it's better to charge them than it is to sit back and let them charge you. If you gave your seargeant a master-crafted power sword like I said, then you should be able to take down a few enemies. The sword is invaluable at squashing termies. 5 termies vs 5 bikes = bikers lose. 5 termies vs 5 bikes lead by a searg with a mc power sword = termies lose. Never forget that. The power sword is your insurance in case you're forced into close combat.

When Dakka Just Isn't Enough

Sometimes you'll be in a situation where close combat will be to your benefit. The last turn of a cleanse mission and one pesky squad of space marines just wouldn't go down to your bolters (henceforth known as "Dakka"). A member of the fallen turns up in a squad of Terminators. Any number of things. Always make sure that you can beat the enemy almost assuredly. Never go into a situation where you might win but you'll lose half the squad in the process. It's a matter of logic. Did I mention never charge genestealers, even if there's only one of them? Why? Try it sometime, you'll see what happens. Another thing: If you can't win the combat in two turns, you shouldn't go into it. Because if it drags on then you WILL lose. Always think on worst case scenario. Lucky breaks aren't reliable enough to rely on, so play like they don't exist.This goes for every game of warhammer you'll ever play. A final note, you can paste a squad of termies if you got the whole mc power sword thing goin.

Interrogator-Chaplains!!!

Chaplains. The exception to every rule. The baddest MF that a ravenwing army will ever see. For truly, the chaplain is the one unit that can truly "Whup ass" in close combat. Wytches? No problem. Mister chaplain eats wytches for breakfast. Terminators? What Terminators? Oh you mean these mangled heaps of bloody metal? Death Company? You mean those splattered forms against the wall? They look pretty dead alright to me. The chaplain is your wild card. He is the only, I repeat, ONLY unit in your army designed for close combat. Master Craft his Crozius Arcanum, give him Artificer Armor, and he's a lean, mean, unstoppable fighting machine. His high toughness, combined with his 2+ save and his rosarius make him very difficult to kill, even if you have power weapons. But sadly, even the mighty chaplain can lose. That's why you have to use him wisely. Don't charge into a bunch of Ork Slugga Boys. Sorry to say, you'll get pasted. Don't charge into a combat where you are outnumbered more than 10 to 1. Unless it's gretchin, since they can't even hurt you. Use your chaplain to fight in the places where your army is the weakest, bogging down the enemy in close combat while the rest of your army is busy enveloping the enemy and mowing down their flanks. Chaplains, however, have certain things they shouldn't charge. These include: GENESTEALERS!!!, Carnifexes, Entire Command Squads, Hive Tyrants, Avatars, Dreadnauts, Wraithlords, Death Company numbering more than 6, An Ulthwe Craftworld Eldar Warlock Command Squad of 10, Abbadon the Despoiler, An Ork Warboss with Retinue, Almost any special character. Remember, if you're desprate you COULD go at one of these squads, but I wouldn't reccomend it, since you'd lose mose likely than not. 

Final Words on Close Combat Remember to pump the enemy full of as much bolter rounds as you can before you charge them. Master Crafted Power Swords are your friends. GENESTEALERS ARE BAD! STAY AWAY FROM GENESTEALERS!!!!


EVERYTHING BUT THE KITCHEN SINK:
How to deal with whoever you come across

SPACE MARINES: How to Rage Against The Machine.

Sadly, almost everyone plays Space Marines. So below I will show you how to teach those stupid ultramarines a lesson. First of all, the biggest thing Space Marines have going on you is their armor save. Therefore, your mighty powers of dakka will be slightly less effective. However, Space Marines are not known for subtelty. Therefore, it is very unlikely you'll get caught in some tricky trap like Dark Eldar like to pull. It is very easy to predict what a Space Marine commander is going to do. Therefore, you have an opportunity to react to them very efficiently. Cut down any squad that strays away from the group, forcing your opponent into a smaller and smaller confined space. Always remember optimum distance, especially against Blood Angels, the cheesy servants of Sanguinius. Send your lanspeeders at their devastators, using their assault cannons and bolters to mow them down heartlessly. Don't show them any mercy, especially if they're cheese angels or ultramarines. Use your chaplain to take down their termies, and have your bikes cut down their tactical squads (remember optimum distance here). Also, use your bikers to cut down assault squads from optimum distance. Send attack bikes to nail any tanks, but be especially wary of rhinos or razorbacks filled with close combat troops, like a command squad or cheese (death) company. As always, beware sniper scouts. Sniper rifles can roast your army in no time. Also, watch out for plasma cannons. Those things can make serious beatings for you. Watch out for vindicators as they cancel out the concept of maximum distance. If you want to shoot at a vindicator, make sure you'll be able to kill it. (it's a good idea to give the master's "blessing" to whatever squad is doing the attack). If your attack fails, you will most likely be short a bike squad by the end of the next turn. Use your landspeeders to take out any squad that is sitting back and shooting instead of moving forward for your bikers to take down. All in all, space marines should be a pushover if you simply remember the basics.

HOW TO WHUP DARK ELDAR ASS!!!!

Dark Eldar are, surprisingly, very easy to deal with if you're playing ravenwing. All those str 3 guns need a 6 to wound you. I bet those warriors don't look too scary now. Hint vs dark eldar: flamers. Flamers are really good. Use one plasma gun and one flamer in each squad. Use Landspeeders to take out grotesques, and also to knock down raiders (you'd be surprised how many wytches can die when a raider blows) Try to keep your bikers away from raiders, as a lord with retinue or a squad of wytches will quickly spell lights out if they get in close. Use your bikes to take out their weaker elements, such as warriors, while your speeders cut down their stronger elements. Since there is no such thing as a dark eldar heavy weapons team, the closest thing being scourges, you can afford to focus all of your landspeeder power at things like incubi. If they have wytches on foot and not in a raider, then your bikers can easily kill them from optimum distance. Always take into account the fleet of foot rule (always assume they'll roll a six) when determining optimum distance, as you could be caught unawares from 13 inches, thinking you were safe. The only safe way to deal with wytches or incubi in close combat is with da CHAPLAIN! (applause) Incubi will fall like flies to him, but remember to nail the lord with the master before you let your chaplain close in, because if the archon gets to him he's roast chaplain. The best place for your chaplain, though, is hacking his way through a squad of 20 warriors. If they field lots of warriors, he's great for that. If they use lotsa wytches etc, then try to charge them before they can charge you. Also a charge from a bike squad is a great way to finish a squad of warriors (or scourges) off. Scourges are especially easy to kill, cuz if they deep strike them (like any smart dark eldar player would), you have a turn to pump them full of dakka. Finally, beware the Talos. I am still trying to figure out how to deal with it. Best way is using lots and lots of landspeeders, and for the love of got just keep your bikes as far away from it as you can. Always remember optimum distance when dealing with dark eldar. Follow these guidelines, and don't let them get you in a trap like dark eldar and fond of, and you should totally smash your opponent. The princible behind dark eldar, "Fast but Fragile", become simply "Fragile" since your speed outdoes even the super-fast dark eldar. Just don't get your bikers into any "danger zone" and you'll be cool. Remember, before you do anything every turn, make a mental picture of all danger zones and move away from them. If your units are in a danger zone, move them. Always remember optimum distance.
Weapons of the 41st Millennium
General Strategy and Tactics
EPIC Strategy
Tactica Battle Force
Tactica Deathwing
Tactica Ravenwing
Fleet Tactics
Know Thy Enemey! Know Thy Ally!
TACTICA RAVENWING