I'm fairly new to the world of Raven Tabards, but I'm a pretty quick convert. Historically, I passed it over because I liked the opportunity to charge late in the turn, and, being a Daqan player that played almost exclusively against Waiqar, I generally didn't have much competition for charges anyway. Once Death Knights came to the scene, it shook things up - they charge 2 at init 3, 3 at init 5, and (critically) 3 at init 9, matching or beating Oathsworn. So I got to thinking, how do I get the upper hand...
Early:
- Oathsworn charge 1 at 3, 2 at 4
- Death Knights charge 2 at 3
- Leonx charge 2 at 3, 3 at 4
- Flesh Rippers charge 2 at 3 (3 with Dead Sprint)
Late:
- Oathsworn charge 4 at 7
- Death Knights charge 4 at 7, 3 at 9
- Leonx charge 4 at 7
- Flesh Rippers charge 4 at 7 (5 with Dead Sprint)
Oathsworn:
- Aren't much good at turning or positioning, want to engage head on
- Do not have advantage over other factions early or late
- Get access to a Heraldry slot at 2x2,
- Since their gameplan has to involve "charge headlong", they want to be in a position to do it
Death Knights:
- Mostly match the early options of other factions, and have the latest move in the game at 9
- Don't get access to a Heraldry upgrade until the hugely expensive 2x3
- Might be worth taking when available since 8 is still quite late, but who's taking a 2x3 of Death Knights?
Leonx:
- Great at early charges
- Heraldry at 2x2
- Raven Tabards solidifies their early-turn dominance
- Uniquely they have a Blue Shift and Rally. Bringing the Rally down to 7 isn't likely to have much impact, but Shift at 5 is a nice boost.
Flesh Rippers:
- Never get a Heraldry slot
- Dead Sprint is a pretty big deal. 3 at 3 is great, and 5 at 7 is quite interesting. I expect to see it lots.
Conclusions:
- Cav are fragile for their points - do not want to take charges, want to be the ones charging.
- Raven Tabards increases a unit's chances of being able to charge first, and suits Oathsworn and Leonx quite well.
- Bull Pennon can also be an attractive option (I'm particularly interested in the Impact 3 Leonx unit that takes advantage of morale results to disengage freely the following turn).
- Without it, Oathsworn can pretty easily get in a nasty position of having to take a charge - I largely see it as an upgrade to keep up with the curve.
- With it, Leonx increase their mobility advantage and have even better options.
- It's a pretty good upgrade (groundbreaking research, I know)