Current 11th Edition points for every datasheet, updated with the latest Munitorum Field Manual. Open any unit for its complete stats, weapons and abilities.
Raven Guard are the stealth and manoeuvre chapter. Their rules make units harder to target at range, particularly at distance, which lets the army cross the board in a way that most Marine forces cannot. The identity is arriving where you were not expected, intact.
They play as a deception army. Infiltrators, scouts and reserve-based units mean your opponent's deployment is made under uncertainty, and much of the game is about converting that uncertainty into favourable engagements. The army does not win a straight firefight — it declines the straight firefight.
Against a well-screened opponent much of that evaporates, which makes Raven Guard one of the most matchup-sensitive Marine chapters.
Building a Raven Guard army list
Reserves and infiltration are the plan, so they are the list. Remember the 50% cap on reserved points, and that an attached character without Deep Strike removes the ability from the whole squad.
Keep enough on the board to hold your half. A Raven Guard list that arrives on turn three has conceded two turns of primary scoring.
If you are new to Raven Guard: Play on a table with proper terrain. Raven Guard rules assume line of sight is contested, and on a bare table the army loses most of what makes it work.
Raven Guard FAQ
What is the Raven Guard chapter trait?
Rules that make their units harder to hit at range, especially at distance, supporting a stealth-and-manoeuvre playstyle built around crossing the table intact.
Are Raven Guard good in 11th Edition?
They are strong when terrain is dense and against opponents who screen loosely, and noticeably weaker on open tables. Few chapters vary as much by table and matchup.
How much of a Raven Guard army should be in reserve?
Up to 50% of your points is legal and the army wants a meaningful share, but keep enough deployed to contest objectives from turn one.
Weaknesses
Standard Marine durability once the stealth advantage is gone
Very dependent on terrain density on the table
A well-screened opponent blunts the whole plan
Little raw firepower compared to dedicated shooting chapters