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====Ravenwing==== *'''[[Ravenwing]] Apothecary:''' Hands down the best Apothecary available to any space marine army. You get the ultimate rapid response warrior-medic, capable of moving 20" ''(by advancing)'' to heal wounds where required, getting a 4+ invulnerable save from jinking, while '''still''' able to shoot someone with an 18" plasma gun. Yeah, always take the Plasma Talon with this guy, never the Grenade Launcher; even with Stasis Shells. What's best about this edition is that there is no Black Knight tax for taking them, which is a relief since they are 97 points a pop, though that's pretty good for a T5 model with 5 wounds. Apparently, the Codex says they don't have Corvus Hammers, but the Index does. *'''Ravenwing Champion:''' The do-it-all champion. He gets the same Blade of Caliban that the regular champion gets, so wounds everything up to T6 on a 3+, slightly inferior to the Deathwing Champion overall but still does ''exactly'' the same job against marine-or-lower level opponents which are most common. He also comes with the Black Knight bike for a 14" move and armed with the Plasma Talon which can still be fired after Advancing unlike the twin bolters that other bikes get. With a higher toughness and better armament than most HQ characters get, the only problem with the Ravening Champion is that he doesn't have an invulnerable save the same as the Company/Deathwing Champions do in, putting him at a disadvantage compared to them against anything with AP-2 or better. Though in a straight fight against a standard <Codex> Company Champion on a bike, the Ravenwing Champion still does more wounds overall, simply because of his increased chance of wounding thanks to his higher strength and toughness. *'''Ravenwing Ancient:'''The Ravenwing version of the Deathwing Ancient. Grants +1 attack to Ravenwing units in 6". Not as useful as the Deathwing Ancient since the majority of Ravenwing are more shooty than fighty although it's great for keeping near black knights as he comes with plasma talons and corvus hammer as well. As with all assault bubbles, the trick is to make sure that he is still in 6" range after charges, so keep him REALLY close to the unit you want in combat or you'll have to leave some black knights behind to make sure the unit still gets the benefit. His 20" move means you can quickly move his bubble around if you want those extra attacks somewhere else. Stick him near Sammael for 6 S8 (on the charge) attacks at Ap-3 D3 hitting on 2+ rerolling. A Heavenfall Blade Talonmaster works too. That's [[fun]]. Again, the Codex says they don't have the Corvus Hammer but that doesn't stop you. Also, similar to the Ravenwing Apothecary, always have Plasma Talon and not Grenade Launcher.
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