RAVENWING COMMAND SQUAD

Deathhammer40k Warhammer 40,000 Commission Painted and Built Wargaming Miniatures Ravenwing Command Squad Blog

Hi, Ben here! I’ve just finished painting my Ravenwing Command Squad! They were a real joy to paint as each model in the unit is different from the last. There’s a Ravenwing Champion who has a robe and other decorative elements on his bike. Then there’s the Apothecary who is painted white, which adds a nice contrast to the black of the other Ravenwing Bikers. Then lastly theirs the Black Knight with the Ravenwing Banner. The Banner is quite detailed and depicts a Dark Angel slaying a heretic/daemon. This Command Squad will round off a bulky Ravenwing force in my Dark Angel army.

Deathhammer40k Warhammer 40,000 Commission Painted and Built Wargaming Miniatures Dark Angels Ravenwing Command Squad

The kit is great and you can give some great options whether you opt to build them as Black Knights, or as the Ravenwing Command Squad. I chose to build the Command Squad as I already have a large squad of Black Knights in my force. When you take the Command Squad you can chose to add 3 more Black Knights to the squad. I think I may do this in some battles, to make the most of the Apothecary giving the squad Feel No Pain and the Ravenwing Company Banner making them automatically pass Hit and Run tests, and are able to move 4 D6, instead of the normal 3 D6. The Banner also lets all friendly units within 12″ re-roll any failed morale, fear and pinning tests.

Deathhammer40k Warhammer 40,000 Commission Painted and Built Wargaming Miniatures Dark Angels Ravenwing Command Squad (3)

Overall it’s a great kit to paint as there are a lot of different elements to paint, such as power armour, engine parts, cloth, banners and a lot of decorative parts that make the Command Squad a pleasure to model and paint.

Deathhammer40k Warhammer 40,000 Commission Painted and Built Wargaming Miniatures Dark Angels Ravenwing Command Squad (2)

I think I’m mainly going to use them with 3 additional Black Knights so that they have some more protection. The enemy will have to get through the normal Black Knights first, before getting to the Command Squad. The additional Black Knights will also be more resilient than normal Black Knights, as they will benefit from the Apothecary giving them Feel No Pain. This will make the Black Knights pretty tough thanks to being T5 and having a 3+ armour and a 3+ re-rollable jink save with Feel No Pain! Below you can see some of my favourite elements of the Command Squad.

Deathhammer40k Warhammer 40,000 Commission Painted and Built Wargaming Miniatures Ravenwing Command Squad Helmet

Champion Helmet

The Ravenwing Champion has a great looking helmet that has the Ravenwing wings coming off of the side. This adds a great presence to the miniature and makes him stand out from the rest of the squad.

Deathhammer40k Warhammer 40,000 Commission Painted and Built Wargaming Miniatures Ravenwing Command Squad Champion Bike Details

Champion Bike Details

The Ravenwing Champoin has some great details on his bike such as these robed figures holding up a decorative halo behind the Ravenwing Champion. They also have wings that are trimmed in gold.

Deathhammer40k Warhammer 40,000 Commission Painted and Built Wargaming Miniatures Ravenwing Command Squad Banner

Ravenwing Banner

The Banner is a great feature of the Command Squad and really stands out thanks to the bright reds, contrasting with the black armour. The details on the banner are really nice and gives a narrative to the squad.

Below you can see the Ravenwing Command Squad’s wargear and special rules.

Ravenwing Command Squad – 175 Points

3x Black Knight (120pts), Bolt pistol, Corvus Hammer, Frag and Krak Grenades, Plasma Talon, Ravenwing Apothecary (30pts), Ravenwing Company Banner (20pts), Teleport Homer

And They Shall Know No Fear, Feel No Pain, Gets Hot, Grim Resolve, Hammer of Wrath, Hit & Run, Jink, Outflank, Rapid Fire, Ravenwing, Relentless, Rending, Scout, Skilled Rider

  • Ravenwing Champion (5pts)

    Blade of Caliban

    Honour or Death

Name Unit Type WS BS S T W I A Ld Save Ref
Ravenwing Apothecary Bike (Character) 4 4 4 5 1 4 2 9 3+ Codex: Dark Angels 2015 p119
Ravenwing Black Knight Bike 4 4 4 5 1 4 2 9 3+ Codex: Dark Angels 2015 p119
Ravenwing Champion Bike (Character) 5 4 4 5 1 4 2 9 3+ Codex: Dark Angels 2015 p119
Name Description
Ravenwing Company Banner Automatically pass hit&run tests and roll 4D6 for distance rather than 3D6. All friendly models within 12″ reroll failed moral-, fear- or pinning tests.
Teleport Homer Friendly Terminators do not scatter when placed within 6″, model must have started the turn on the board Codex: Dark Angels 2015 p153
Name Range Strength AP Type Ref
Blade of Caliban +1 3 Melee Codex: Dark Angels 2015 p150
Bolt Pistol 12″ 4 5 Pistol BRB 2014 p176
Corvus Hammer +1 Melee, Rending Codex: Dark Angels 2015 p150
Frag Grenades 8″ 3 Assault 1, Blast, Don’t suffer Initiative penalty for charging through cover BRB 2014 p180
Krak Grenades 8″ (thrown)/-(Melee) 6 4 Assault 1(Thrown)/Only on Vehicles and MCs (Melee) BRB 2014 p181
Plasma Talon 18″ 7 2 Rapid Fire, Gets Hot, Twin Linked Codex: Dark Angels 2015 p150

Related Rules

And They Shall Know No Fear: Automatically regroups, can act normally on the turn it regroups. Not killed by Sweeping Advances. Immune to effects of Fear. (BRB 2014 p157)

Feel No Pain: Ignore unsaved wounds on a 5+, treat it as saved wound. Does not work against Destroyer or Instant Death. (BRB 2014 p164)

Gets Hot: Each roll of 1 To Hit causes a Wound to the firing model (armor and invulnerable saves may be taken but the Wound cannot be allocated to any other model.) Vehicles instead have a 50% chance to take a glancing hit. Blast weapons instead roll a D6 before firing; upon rolling a 1 they take the hit described above instead of firing. (BRB 2014 p164)

Grim Resolve: A model with this rule has Stubborn and therefore ignores negative Leadership modifiers. In addition they may never choose to fail a morale check. Allows overwatch to be resolved at BS2. (Codex: Dark Angels 2015 p148)

Hammer of Wrath: On the turn this unit charges into combat they get an Initiative 10 automatic hit at their unmodified Strength for each model with this rule. (BRB 2014 p165)

Hit & Run: May take an Initiative test at the end of the assault phase, if successful choose a direction and roll 3D6, move that far ignoring all models in base contact. If this would take you within 1″ of another unit, stop 1″ away. Ignore Difficult Terrain, but make Dangerous Terrain tests normally. Enemy units left makes an immediate D6″ consolidation. (BRB 2014 p165)

Honour or Death: Must issue or accept challenges.

Jink: When a unit with any models with the Jink special rule is selected as a target for a shooting attack, you may declare that it will Jink. The decision must be made before any To Hit rolls have been made. If the unit Jinks, all models in the unit with this special rule gain a 4 + cover save until the start of their next Movement phase, but they can only fire Snap Shots until the end of their next turn. (BRB 2014)

Outflank: When this unit arrives from reserves roll a die. On a 1 or 2 it comes in on your left, on a 3 or 4 it comes in on your right and on a 5 or 6 you choose right or left. (BRB 2014 p168)

Rapid Fire: Has one extra attack while in/below half range. (BRB 2014 p42)

Ravenwing: Reroll failed cover saves when jinking. (Codex: Dark Angels 2015 p148)

Relentless: Counts as stationary for firing Heavy, Salvo, or Ordenance weapons. May charge after firing any type of weapon. (BRB 2014 p170)

Rending: Rolls of 6 to wound always wound at AP2, regardless of target’s toughness. Rolls of 6 to penetrate vehicle armor add D3 to the penetration. (BRB 2014 p170)

Scout: After all deployment but before first turn a unit with this rule may redeploy. If it is Infantry, Artillery, Walker or a Monstrous Creature it may redeploy anywhere within 6″, all other unit types may redeploy anywhere within 12″, and all must remain 12″ away from enemy units.
Any unit that redeploys with this rule may not charge on the first turn.
If held in reserve, the unit gains Outflank. (BRB 2014 p171)

Skilled Rider: Automatically passes Dangerous Terrain and receives +1 to Jink saves (BRB 2014 p171)

Deathhammer40k Warhammer 40,000 Commission Painted and Built Wargaming Miniatures Dark Angels Ravenwing Command Squad (4)

I think the Command Squad will be a great addition to my existing Ravenwing, especially with 3 additional Black Knights in the squad. I may even use Sammael on Corvex with them too, to make them even more lethal. Attaching Sammael into the squad will make the squad a lot faster and will make them more reliable when they charge into the enemy, thanks to Sammael’s warlord trait Rapid Manoeuvre, which adds 3″ to Sammael and his squads Turbo Boosts and charge distances. Sammael will also benefit from the Apothecaries Feel No Pain too! This will make Sammael even harder to kill! Make sure you check out the Sammael blog post to see the tactics that I’ll be using in battles. Click here if you haven’t already seen it!

Deathhammer40k Warhammer 40,000 Commission Painted and Built Wargaming Miniatures Ravenwing Command Squad Miniature Gallery

This unit will be tough unit for the enemy to crack from shooting attacks thanks to their 3+ re-rollable jink save. They key to using Black Knights and the Command Squad is to do lots of damage in the shooting phase with their Plasma Talons and then mopping the rest of the enemies up in combat with their Corvex and and the Wrath of Caliban that the Ravenwing Champion has. The Wrath of Caliban is basically a Power Sword that has +1 strength! Adding the Ravenwing Champion to the Command Squad only costs 5 points, and for that, the Champion gets +1 WS and a +1 strength Power Sword.

The Ravenwing Company Banner will also be a great addition to the squad. Re-rolling failed morale, fear and pinning tests is always good, but the real bonus is being able to automatically pass Hit and Run tests on 4 D6 instead of the normal 3 D6. This ability is great for keeping your Command Squad alive and maximising the firepower that they have. Here’s an example of how to use the banner to the best of it’s ability.

1. In your turn:

  • Close in on an enemy unit
  • Fire into that unit with your deadly Plasma Talons to whittle the unit down
  • Charge the unit thanks to your bikes being Relentless
  • Do damage in combat with the Corvus Hammers and the Wrath of Caliban but hopefully not wipe the enemy squad out completely
  • At this point the enemy unit should be pretty weak and won’t do much damage back to the Command Squad

2. In the enemy turn:

  • The enemy won’t be able to shoot your Command Squad due to them being in combat
  • After the combat has been resolved in the enemy turn that’s when you do the Hit and Run ability
  • Use your 4 D6 Hit and Run move to get out of the combat

3. In your next turn:

  • Close in on another target and repeat the first point

Keeping your Ravenwing alive is key for any battle. If you’re going up against a strong shooting army, a good option to take would be a Ravenwing Dark Shroud! The Dark Shroud gives +1 cover save to any models within 6″ of it. This means your normal Ravenwing Bikers will be getting a 3+ rerollable jink save, and your Black Knights and Sammael will be getting a 2+ rerollable jink save! 4+ for jinking, +1 for skilled rider and +1 for the Dark Shroud! This makes your Ravenwing super hard to kill from shooting attacks and really puts the pressure on your enemy when they see a whole force of Ravenwing coming straight towards them without taking many casualties! The Dark Shroud also prevents enemy units from overwatching any friendly unit that’s within 6″ of the Dark Shroud when you declare an assault too!

Hopefully this gives you an insight in how I’m going to use this Ravenwing Command Squad and has also given you ideas of how to use yours. Keep a look out for them in future battles by checking out our Instagram account!

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