Tharn Ravagers

From LOS Warmachine University
Revision as of 08:23, 31 January 2020 by Juckto (talk | contribs)

Jump to: navigation, search
Circle Logo.jpg

Tharn Ravagers
Circle Tharn Unit
Chieftain
Command Attachment

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.

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. Template:SOM2

Basic Info

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

Abilities

  • Entire unit
    • Pathfinder symbol.jpg Pathfinder
    • Tough symbol.jpg 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. This model can carry up to three tokens at any time. During its activation, this model can spend corpse tokens to make additional melee attacks or to boost melee attack or melee damage rolls. It can make one additional attack or boost one roll for each token spent.
    • Treewalker - This model ignores forests when determining LOS. While completely within a forest, this model gains +2 DEF against melee attacks rolls.
    • Rapid Healing - When this model 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 symbol.jpg Officer
    • 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 this unit 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 ] - This model can use Mass Carnage once per game at any time during its unit's activation. This activation, models in this unit gain Overtake. (Overtake - When a model with Overtake 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

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

Theme Forces

Recent Changes

No changes since 2018.10


Thoughts on Tharn Ravagers

Command Attachment

Tharn Ravagers in a Nutshell

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

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

  • 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

  • They're a special order model.
  • 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

  • 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

Trivia

Other Circle models

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
Lesser Warlocks

Krueger0 - Una1

Warlock Attachment

Druid Wilder - Tharn Blood Shaman

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 - Chuck Dogwood - Druid Wilder - Gallows Grove - Kogan the Exile - Krueger0 - Lord of the Feast - Reeve Hunter - Primal Archon - Shivers - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - Una1 - War Wolf - Wolf Lord Morraig

Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
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: 2021.10

Rules Clarifications

RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Tough - None yet. (Edit)

RC symbol.png

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).
RC symbol.png

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.
RC symbol.png

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)


RC symbol.png

Rules Clarification : Powerful Charge  and/or Brutal Charge     (Edit)

  • If you declare a charge but move less than 3", then the attack doesn't count as a "Charge Attack" and you won't get the bonus.
RC symbol.png

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.
RC symbol.png

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. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
 
  • Granted [ Vengeance ]
    • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
    It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
    It is not "If you get damaged, you get Vengeance next turn."
    • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
RC symbol.png

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.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
    However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • 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.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • 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".
    • Granted [ Vengeance ]
      • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
      It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
      It is not "If you get damaged, you get Vengeance next turn."
      • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
  • Triggers
    • 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.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)
RC symbol.png

Rules Clarification : Mass Carnage      (Edit)

RC symbol.png

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.
  • If you make a free strike during your Combat Action (for instance the enemy used a special rule to move during your Combat Action) you can trigger Overtake on that free strike. It still counts as being during your Combat Action. (Infernal Ruling)


Wrench symbol.png

Note to Editors
To edit the CA's tagged abilities, Click here