Tharn Ravagers

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Tharn Ravagers
Circle Tharn Unit

Channeling the savage power of the Devourer Wurm, the Tharn ravagers transform into ravenous beast-men in times of war. After hacking down foes with wicked axes, they tear open the chests of their fallen enemies to feast upon their still-beating hearts. This barbaric ritual fuels a berserk frenzy that few men have lived to describe.

Chieftain
Command Attachment

The Tharn Ravager Chieftain leads his blood-drenched warriors in a howling tide of savagery, moving them upfield with terrible swiftness and adding brutal strength to their axes.

Basic Info[edit]

Tharn Ravagers
Missing Info
Tharn Ravagers.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Medium
SPD 6
STR 8
MAT 7
RAT 5
M.A. N/A
DEF 13
ARM 15
CMD 7
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP N/A
WBP N/A
UNIT SIZE 4 / 6 +1CA
COST 10 / 15 +5 CA
2.5 each
N/A
FA 2
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities[edit]

  • Entire unit
    • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
    • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
    • Heart Eater - When this model destroys a living or undead enemy model with a melee attack, it gains the destroyed model's corpse token. It can carry up to three tokens, and can spend them to buy or boost melee attacks.
    • Treewalker - This model ignores forests for LoS and gains +2 DEF against melee attacks while in a forest.
    • Rapid Healing - When a model with Rapid Healing is damaged by an enemy attack, immediately after the attack is resolved remove d3 damage points from it.
  • Chieftain only
    • He has +1 MAT, +2 CMD, and +3 hitpoints
    • Officer - This model is the unit commander even if the unit has a Leader model.
    • Granted: Vengeance - While this model is in formation, models in its unit gain Vengeance. (Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.)
    • Mass Carnage (Minifeat) - Once per game, the Ravagers gains Overtake. (Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".)

Weapons[edit]

  • Tharn Axe - 2" reach, P+S 13 melee weapon.
    • Brutal Charge - This model gains +2 damage on charge attacks with this weapon.

Recent Changes[edit]

2018.10 Tharn Dynamic Update

  • Points cost dropped to 10/15 (from 11/16)
  • Gained Brutal Charge and Rapid Healing.

Analysis of Tharn Ravagers[edit]

Command Attachment

Tharn Ravagers in a Nutshell[edit]

Tharn Ravagers are a powerful and versatile heavy melee unit. Charging at POW 15 they effectively hit as hard as most weapon master infantry. Against (non-Covergence) infantry swarms Heart Eater effectively gives them Berserk which combines with a MAT of 7 and a reach weapon to clear their area, and against high-DEF infantry each carries a boost in their back pocket from the Devourer's Host theme forces. Additionally, with Treewalker they can become DEF 15 against melee and ranged attacks while completely within a forest making them a surprisingly difficult target to remove.

Thoughts on adding the CA[edit]

Vengeance is phenomenal on ravagers since its more opportunities to earn hearts and more importantly a higher threat range if the enemy tries shooting them. The big selling point of the Cheiftan is the minifeat though. Overtake lets the ravagers really make use of their heart tokens, for an effective Berserk/Overtake combination that can scythe through the enemy. The Chieftain costs as much as two Ravagers - but there is little doubt that overtake and vengeance is worth the loss of one effective model in most situations.

Combos & Synergies[edit]

  • Tharn Ravager Shaman; not only can he make your ravagers immune to knockdown, negating the downside of tough, he can also hand out magical weapons. The chain lightning spell is good in a pinch
  • Tharn Ravager White Mane because everyone likes a bonus to hit.
  • Anyone that can increase their hitting power against heavier targets, such as Baldur 1, Mohsar, Tanith, and Wurmwood
  • The Devourer's Host theme allows them to start with corpse tokens, meaning they can go in on heavier targets without having to first mulch some infantry or they can afford to miss once and keep the berserk chains going.
  • Warlocks who spawn forests, such as Wurmwood, Morhvanna, and Baldur 1, the ravagers appreciate the def buff from being in a forest

Drawbacks & Downsides[edit]

  • Six Tharn Bloodweavers and a Bloodweaver Night Witch cost a single point more than four Tharn Ravagers. Their threat range is 0.5" lower - but thanks to killing spree they can hit the enemy like locusts.
  • A single charging POW 10 has a 66% chance of forcing the Ravager to make a Tough roll. Remember that Rapid Healing only kicks in after you've worked out if they've survived.
  • Ravagers for their points are pretty easy to shoot off the board (although Vengeance provides some protection)
  • They don't have Grievous Wounds, so Tough models can shut off their chains. Remember they start with one heart in the bank in The Devourer's Host.

Tricks & Tips[edit]

  • Hide on the far side of forests. The enemy can't see you to shoot or charge, but you can see them.
  • If you need to use them to tank hits place them inside the forest, most models will have a hard time hitting def 15 unassisted

Other[edit]

Trivia[edit]

Theme Forces[edit]

Other Circle models[edit]

Circle Logo.jpg       Circle Index       (Edit)            
Battlegroup & Similar
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Iona1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
Lessers & Attachments Druid Wilder (Attached) - Una1 (Lesser)
Light Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuans Storm Raptor - Woldwrath
Units, Solos, Battle Engines, & Structures
Units Druid Mist Riders - Druids of Orboros & CA - Reeves of Orboros & CA - Sentry Stone & Mannikins - Shifting Stones & CA - Stoneward & Woldstalkers - Tharn Bloodtrackers & Character UA - Tharn Bloodweavers & CA - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Brighid & Caul - Death Wolves
Solos Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Druid Wilder (Attached) - Gallows Grove - Reeve Hunter - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - War Wolf
Lord of the Feast - Una1 (Lesser) - Wolf Lord Morraig
Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Call of the Wild - Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Minions
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2018.10

Rules Clarifications[edit]

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Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Heart Eater      (Edit)

  • The attacker needs to be the closest eligible model. For instance if you destroy a Mechanithrall from 2" away but a Necrosurgeon is in B2B with it, the Necrosurgeon will get the corpse.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Rapid Healing      (Edit)

  • A warlock with Rapid Healing can transfer damage to a warbeast, then still trigger Rapid Healing because they're still considered to have been damaged.
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Rules Clarification : Treewalker      (Edit)

  • Treewalker does not ignore forest's concealment bonus.
  • The DEF bonus doesn't stack with the "intervening terrain vs melee attackers" bonus, because forests don't count as intervening terrain. (Infernal Ruling)


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Rules Clarification : Brutal Charge      (Edit)

  • If your charge movement was less than 3", your first attack is not considered a 'charge attack' and thus you won't get the Brutal Charge bonus.
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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.
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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
  • Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
  • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
    • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
    • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
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Rules Clarification : Mass Carnage      (Edit)

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Rules Clarification : Swift Hunter and/or Overtake     (Edit)

  • The free move must be resolved before other abilities that involve attacks (such as Quick Work or Berserk). Refer Step 12 vs 14 in Appendix A.
  • This ability does not trigger off special attacks, only basic ones.
  • An important difference:
    • Swift Hunter can be triggered by any attack, including out-of-activation attacks.
    • Overtake only works on attacks during your Combat Action. Even stuff like Impact Attacks won't trigger it.


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