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Internal balance in the current Marine book is odd; you can build some of the strongest lists in the game, but it's also easy to accidentally build fairly weak ones.
Without Angels of Death the Raven Guard are one of the weakest sets of Chapter Tactics; they do a lot for Jump units, but in the core book you can't really use very many between formation requirements and the FOC. With Angels of Death you open up a pile of interesting Reserves shenanigans that will put you around, behind, and generally in the face of your opponent, but you've got to be ready to play with some fairly odd formations/rules and you've got to have a good sense of what your units do and what they can kill.
So I will say it's doable, and it'll be a very different experience from playing Orks, but the learning curve is going to be steeper so you should be prepared to lose games while figuring out how things work.
(In the interests of completeness brief comment on Raven Guard in 30k: poo yourself and run for the hills, the Mor Deythan are coming. (More seriously the Raven Guard Legion rules don't give you cover on turn one but they do give everything Infiltrate, your unique Rite gives easier access to Drop Pods (including to the Salamander heavy flamer squad you borrowed in your Istvaan V survivor force), your unique lightning-claw assault squads will mangle anything without 2+ armour (up to and including Castellax if you can get the charge, which you will), and the aforementioned Mor Deythan are a death sentence on wheels to whatever they feel like attacking, with Infiltrate + Scout letting them start the game 6" from the enemy if in a transport and Fatal Strike giving them twin-linked BS5 plasma guns, Shred/Rending flamers, or sniper rifles that rend on a 5+ to wound.))
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