When Did Ravenwing First Appear In Warhammer 40k Releases?

2025-10-17 06:41:20 94

5 Answers

Weston
Weston
2025-10-18 00:49:15
Quick take from a more excitable side of me: the Ravenwing weren’t in the very first 'Warhammer 40,000' bookways as a named entity — you had Space Marines and fast units in 'Rogue Trader' (1987), but the Ravenwing’s particular identity shows up later in the hobby’s timeline. The name and clear rules/background were formalized in Dark Angels-focused releases during the mid-1990s, when the chapter got codex material that actually called out the Ravenwing and gave them specific units and roles.

After that initial codex appearance they became a recurring, refined feature in later editions, with model releases, special units like Ravenwing Land Speeders and themed characters enhancing their presence. For players who love speed and dark, secretive lore, that mid-90s moment is where Ravenwing goes from concept to concrete part of the game — still one of the coolest-looking subsets to field in a match, in my book.
Nora
Nora
2025-10-19 07:11:41
Flip open an older codex or leaf through shadowy stacks of past hobby magazines and you'll see how Ravenwing evolved: they didn't so much drop into the game on a single release date as gradually emerge as a named force. The Dark Angels had been part of the setting since 'Rogue Trader', but the Ravenwing as the dedicated fast wing — black-clad riders, ruthless lightning raids, the whole gothic vibe — started showing up in official rules and write-ups in the 1990s.

In practice that meant the mid-'90s is where the trail becomes clear: magazine features and the Dark Angels codex material began to give Ravenwing distinct unit entries and special rules, and model releases followed to let players field them as a cohesive element. Later editions and codices refined their rules and added new kits, so if you're trying to pin down the first playable incarnation, focus on the mid-'90s codex/periodicals window. Personally I love paging through those older issues — the art and prose really sold the mood every bit as much as the plastic did.
Yara
Yara
2025-10-19 16:54:05
The Ravenwing's origin in the game line has a bit of a gradual emergence rather than a single lightning-strike debut. The Dark Angels as a chapter show up way back in 'Rogue Trader' era lore, and the concept of a fast, raven-themed wing of riders and flyers grew out of that background through the late '80s and early '90s. You won't find a crisp, one-line rulebook moment in the very first 40k boxed set; instead it was layered into the fiction and supported by magazine write-ups and codex expansions over a few years.

If you want a practical milestone, the Ravenwing became a clearly named, playable part of the Dark Angels identity in the mid-1990s when official codex material and model support started using the term regularly. 'Codex: Dark Angels' and articles in 'White Dwarf' from that era are where the Ravenwing were given distinct rules and roles (fast attack, bikers, Landspeeders and the like) rather than being just background flavour. After that, the 2000s and 2010s brought rule revisions and new miniature sculpts that polished their look and gameplay, but that mid-'90s codex-era formalization is when they shifted from lore piece to proper tabletop force. Personally, tracing that slow crystallisation in old magazines and dusty codex pages is one of my favorite rabbit holes — there's something satisfying about watching a concept become an army on the table.
Hazel
Hazel
2025-10-20 23:43:54
I like to keep things tidy in my head: the Ravenwing concept appears in Dark Angels lore from the early days of the setting, but as a clearly labeled, playable component of Warhammer 40,000 it took shape in the 1990s. That decade is when codex content and magazine support started giving them defined rules, names, and model support so players could actually field Ravenwing squadrons rather than simply imagine them in background text.

From then on their presence only expanded: subsequent codex revisions, supplemental publications, and new sculpt releases across the 2000s and 2010s kept polishing the Ravenwing identity and gameplay options. I always get a kick out of how a faction element can evolve from a line of lore into a full-blown chapter hallmark — Ravenwing went from a cool aside to one of the most visually striking parts of the Dark Angels in my collection.
Owen
Owen
2025-10-22 05:21:17
Dusty boxes on my shelf hold a surprising number of early rulebooks and hobby mags, and tracing the Ravenwing through them is one of those little rabbit holes I love. The Dark Angels as a chapter were present right from the beginning of the hobby in 'Rogue Trader' (1987), but the specific identity of the Ravenwing — the black-armored, fast-strike arm of the Dark Angels — didn’t exist as a named, codified force in that first wave. You start to see the idea of fast biker squads and specialized detachments pop up in magazine articles and campaign supplements across the late 80s and early 90s, especially in issues of 'White Dwarf' that experimented with background and alternative unit flavours for Space Marines.

The first clear, official print appearance where the Ravenwing are explicitly named and given their distinct rules and background comes a little later — in the mid-1990s when the Dark Angels received their own focused codex material for the then-current edition of the game. That mid-90s codex is where the Ravenwing coalesced from scattered mentions and illustrations into a defined part of Dark Angels lore: a wing devoted to fast attack, reconnaissance and retrieval missions, with signature units like Ravenwing bikers and later Land Speeders and dedicated characters. From that point, subsequent codex updates and rule editions fleshed them out further, giving them unique chapter tactics, themed units like the Black Knights and characters such as Sammael more mechanical presence.

If you’re collecting or digging through the lore, what’s fun is watching how the Ravenwing evolved across editions. The 2000s and 2010s saw them get more specialized profiles and better miniatures, and unit options expanded in the newer 'Codex: Dark Angels' releases to reflect their place as one of the most iconic fast-attack wings in the universe. So in short: the concept traces back to the earliest days, but the Ravenwing as a named, published element of 'Warhammer 40,000' first came into official releases in the mid-1990s, then kept growing from there — and I still love painting those jet-black bikes whenever a new kit drops.
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Related Questions

Why Do Collectors Value Rare Ravenwing Models Highly?

5 Answers2025-10-17 02:47:10
You can almost hear the soft click of a treasured box opening when a rare 'Ravenwing' model changes hands — that's the vibe that hooked me. Old-school collectors prize these kits because they feel like a tangible piece of gaming history: limited runs, unique sculpts, and sometimes parts that were never reissued. For a lot of us, there's a thrill in owning something that no one else on the table will field. That rarity feeds into collector psychology — scarcity adds value, and a rare 'Ravenwing' can signal dedication, taste, and a bit of bragging rights at club nights. Beyond scarcity, there's the craft. Some vintage 'Ravenwing' models were cast in white metal or had sculpt details that later plastic kits simplified. Those details matter to painters and converters — feathered cloaks, bespoke bikes, or marquee weapons that give modelers room to show off. Add lore: the 'Dark Angels' chapter has a mystique, and the Ravenwing's aesthetic — sleek black bikes, dramatic capes — reads great on a display shelf. Combine nostalgia, playability in narrative games, and the aftermarket ecosystem (bits, conversions, provenance) and you’ve got collectors willing to hunt, pay, and preserve them. Personally, I love seeing one of those rare pieces in a case; it feels like a tiny museum of my hobby, and I always walk away with fresh ideas for my own paint schemes.

Which Units Does Ravenwing Field In Warhammer 40k Skirmishes?

4 Answers2025-10-17 18:13:53
Honestly, when I think about how the Ravenwing shows up in 'Warhammer 40k' skirmishes my brain immediately goes to speed and hit-and-run play—so I end up listing units by role rather than by strict codex names. In small-scale games you're almost always using fast movers: Ravenwing Bike Squads (regular bikes), Ravenwing Black Knights (those jetbike-style troops that punch above their weight), and the various Land Speeder variants. In practice that means a core of bikers to seize objectives and screen, a handful of Black Knights to deliver heavier weapons or objective denial, and a Land Speeder or two to act as a fast gun platform or harassment piece. Tactically, I kit them out for mobility and alpha strikes: scout the map with a couple of outriders, use the bikers to cap and contest, then peel off with the Black Knights to hit vulnerable enemy backlines. Weapons I tend to favor in skirmish are hit-and-run friendly: grav or plasma talons on Black Knights for high value targets, hurricane or heavy bolters on Land Speeders for suppression, and melta or combi-weapons on bikers for versatility. If the ruleset allows special Ravenwing characters (like a Ravenwing Master), they’re worth slotting in because their command abilities keep a fast force coherent. I also like pairing a Ravenwing skirmish force with objective-focused tactics rather than pure kill lists—a small group that can dash between objectives and force opponents into bad trades usually wins more casual games than a slower elite strike force. All of this keeps the game lively, and I always leave the table feeling like I barely blinked between turns—which, honestly, is the point of riding with the Ravenwing.

Where Can I Buy Authentic Ravenwing Miniatures Online?

5 Answers2025-10-17 12:57:00
If you're hunting for authentic Ravenwing miniatures online, here's what I do when I'm trying to avoid fakes and get the real Citadel goodness. First stop is always the official 'Warhammer 40,000' webstore and the local Games Workshop shop locator — they stock the latest kits, boxed sets, and spare parts. Buying direct from Games Workshop guarantees genuine plastic models, proper sprues, and official basing bits, and it’s the safest route if you want brand-new, unmodified pieces. I also check Forge World for specialty resin bits and rarer Ravenwing-specific upgrades; their sculpts are gorgeous, but resin needs more care and sometimes stronger glue and undercoat methods. For honest secondary sellers, I favor established hobby retailers: Miniature Market (US), Element Games and Wayland Games (UK/EU), and Noble Knight Games for out-of-print boxes. These stores are authorized resellers and often run sales or bundle discounts that make grabbing a Ravenwing bike squad or upgrade pack easier on the wallet. On these sites I look for clear return policies, good shipping protection, and customer reviews. If I ever go private-market, I take photos seriously: ask for clear sprue shots, close-ups of any paint or conversion work, and the listing of part numbers. Recasts can look tempting price-wise but watch for excess flash, soft detail, or odd resin smells — genuine Citadel plastic has crisp detail and consistent sprue connectors. I always use tracked shipping and a card or PayPal for buyer protection. Happy hunting — nothing beats the snap of a fresh sprue and the smell of new plastic under the hobby lamp.

How Do Ravenwing Bike Upgrades Affect Gameplay Tactics?

2 Answers2025-10-17 10:45:39
I love how just a couple of tweaks to a Ravenwing bike squad can flip the whole flow of a game. Upgrades are less about making a unit strictly "better" and more about redefining what that unit forces the opponent to do. Put simply: you can turn Ravenwing from fast objective-runners into surgical anti-tank teams, area-denial harassers, or brutal close-combat interceptors depending on what you bolt on. Each choice nudges your tactical options and the opponent’s responses in predictable — and often exploitable — directions. Weapon choices are the headline: short-range, high-damage tools (think 'melta'-type options) give you scary alpha-strike potential against vehicles and priority targets, while rapid-fire or multi-shot options let you chew through screens and infantry blobs. Then there are medium-range, reliable guns that let the bikes contribute to mid-game skirmishes without having to dive into point-blank firefights. Utility upgrades — things that boost mobility, survivability, or provide special ammo/abilities — change how you position and engage. A squad kitted for speed and stealth will try to cap objectives and harass flankers, while a squad carrying anti-armor punch will aim to hunt transports and high-value models. Tactically, upgrades force trade-offs and create purpose. A Ravenwing unit with big anti-tank weapons becomes a threat that an opponent must neutralize quickly: they might waste shots, overcommit a walker, or deny deep strikes to avoid losing a transport. Conversely, a purely anti-infantry Ravenwing can zone entire lanes, making it painful for enemy troops to advance or hold ground. Positioning, line-of-sight management, and timing are crucial: bikes with short-range heavy hitters need to be shepherded into the strike window without getting whittled down, while long-range bikes can bully territory and apply pressure from safer arcs. Synergies with characters and stratagems amplify these roles — a buffed bike unit can be the spear tip of an alpha strike or the shield that keeps your main force flexible. In practice, I usually pick loadouts with a clear goal: disrupt and force my opponent’s mistakes, or surgically remove their key counters. If I want board control early, I pick mobility and anti-infantry; if I need to threaten a heavy piece, I bring short-range punch and bait them into bad trades. The fun part is adapting mid-game: switching between hit-and-run harassment and committed strikes depending on how the enemy reacts. Upgrades don’t just change stat lines — they rewrite the script of the match, and that’s why tinkering with them is one of my favorite parts of list-building.
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