For Raveners, instead of making them melee specialists with the deep strike rule as an afterthought, i suggest we focus more on that rule.
Let's leave them at the actual point cost and stat line they have on the official codex, then we enhance the deep strike capabilites. Fluff wise, deep strike mishaps and randomness is dumb when you are just emerging, in particular if you are guided by someone. I suggest that they can decide on which turn they come onto the table and if the result of the deep strike is a mishap, they reduce the scattering accordlngly, like trygons. If they elect to deep strike in an area covered by synapse, they do not scatter.
Now they have a clear role which is not in contrast with the shrikes, the cost is justified and they are more respecting of the fluff.
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