Odd that this has not received any responses yet. The Ravenwood Elves where my most recent purchase and I have to say that they are quite fun. In addition, I've seen them in action lots as Brook plays them often and they are a really neat faction. More variety here than in any other faction IMO. But while the units vary greatly, they all seem to work together well and you can get at least reasonable use out of every one of them. Except for maybe the Bowmasters, which seem a little steep for what they do. They are clearly a finesse faction, but they have some beefy, bruising units as well. My only negative thing that I have towards them is that I sometimes find their faction specific command cards (most aspects) difficult to use effectively. This is probably at least partially due to my lack of experience as I've only played them a few times myself. I'll add a few thoughts on some of the units.
Swordsmen and Spearmen. These are just solid men. Their 3/1 stats make them resistant to missile fire and about average in hand-to-hand. Nets make them slightly above average for hand to hand -- enough that they can win fights but not enough to make them amazing damage units. They are the archetypical core unit.
I'm a big believer that a faction is only as good as it's core units. These guys are a great deal points-wise when compared to other core units like Orc Swordsmen. Both are core units I can actually be excited about fielding instead of merely feeling obliged to field them because they are core.
Centaurs. One of my favorite units in the game, both from a design perspective and in terms of value for money. Centaurs just get better as you get better at Battleground. They are one of the few cavalry units that actually enjoys matching up against Spearmen because they can get in their face and throw javelins at them, then maneuver to threaten their flank. Quite often the Spearmen will actually have to charge -- which is NOT why you match them up vs. cavalry.

This is a filthy, filthy unit. You are a very naughty man Chad.
Wolf Pack. They don't really hit hard enough to be a significant threat on their own, and their hit profile means they will often flee the first turn someone yells at them. That means they have to be used carefully -- but any relatively cheap unit that moves 7" has to be respected.
I think these guys are kinda cool. If you have a build where you don't have cavalry, these tail-waggers can fill in as a poor man's flanking unit even without Wolfkin around (which suck). Their auto-rally ability saves you a command action. They strike me as a sexier version of the Ghoul Pack. Not only are they occasionally useful, but I think they are one of the best flavor units in the game.
Bear Pack. I wish we'd made these guys so that the Command Card restriction wasn't absolute. It hurts them; they're a fine unit, but you really want them to muscle through and not being able to play cards really hampers this.
Control issues if you don't take the Bear Kin as well and inability to have cards played on them hurts them. But gee wiz these guys are beefy! And they hurt! They are like Dwarven Battle Axemen on growth hormones. I am tempted to include them in any army I field. And taking Bear Kin to help them along is not that bad of a deal because they are a decent line unit in their own right.
Treant. His offensive profile is only slightly above average but he's a great tank. A tree in the middle of your line will often provide a tremendous anchor. Play Aspect of Oak on him and even charging Knights aren't going to do much. (Not that Knights should generally charge trees.)
I believe this is the best tanking unit in the game, period. He lasts forever and is as brave as Gene Simmons propositioning a groupie. Yes he's super expensive, but often times the Treant is one of the last units remaining at the end of the battle. And he actually hurts as well. Spirit Guidance works well with him.
Stag Cavalry. This is another great unit and the only reason it doesn't stand out more is that it has Centaurs for competition. Cavalry often suffer to missile fire but this guy is almost impossible to hit. He hits hard for his point cost and is a great guy to play Aspect of Stag on.
While overshadowed by the Centaurs (who isn't?), these guys still strike me as one of the best units in the faction. Nets and Spirit guidance can work wonders with these guys. 3 Green hit boxes is also nifty for a light cavalry unit. I consider these guys as good as Antonians.
Brownies. Brownies are cool because they're so cheap and their courage often means that your opponent actually has to kill them. One of the best speedbumps in the game.
Everybody needs a fodder unit. These guys won't do much damage and won't survive long at all. But for an 80 point weenie unit, that 13 courage is truly excellent. If you have an extra 80 points or so, you won't be hurting yourself at all by tossing in a unit of these little critters. Excellent backup units for the points.
Bowmen. 6/5 is a really nice profile for archers and this unit's synergy with Spirit Guidance is probably the best unit/army-ability synergy in the game. They can't match the really elite missile units in the game but point-for-point they are great.
Expensive for bowmen, but very effective as well. Opposing bowmen only annoy me most of the time. I actually fear these guys.