Ok, here's a tip on ravagers:
advanced tactics, reinforcement, and use the sword of the pirate king (from crag hack's dlc campaign)
boarding makes these guys the bomb for an opening salvo, seriously.
unlike panther warriors, ravagers damage things ON a line, not at the end of their run; they actually run through stacks, NOT around them. that's the only thing you need to remember. Imagine running PAST someone with your claws held out for a sideswipe...
*tag! you're it!* says the juggernaut, as he rips your head off.
edit: as a perfect example of why juggies/ravagers are better than panther warriors, and actually are the best elite melee unit in the entire game, I just wiped out 4 stacks of kappa on a single charge because you can run THROUGH them. the charge took out 4 stacks, and the cleave took out the fifth, meaning the juggies all by themselves took out the entire enemy army in the first turn, all 5 stacks. theoretically, since they can move 6 spaces, and boarding gives you +2, you *could* take out 8 stacks at once if they were all lined up in front of you.
this is why you need boarding, for the +2 move points to start. that, plus the huge boost to moral means these guys will likely clear most of the middle after they take out two stacks on their charge, another on the cleave, and another on the first-strike counterattack.
I think the confusion comes from maybe that while they can run *through* single-space stacks, they have to move *by* the extra large guys. they can still swipe at multiple large targets, but they have to do it by moving along them instead of through them. Can move through kappa, for example, but not through kirin.
what's more, and again, you need to think "inferno" here... they are simply THE best unit to gate with, as they have auto-taunt. to distract and cluster units around them. makes them a great fireball magnet, or just to keep everything away from your other units.
and last, but not least for me anyway, is the fact they look AWESOME when they get a lucky strike. *pound*pound*pound*
if you don't have pirate king, then simply *wait*, then run past the units that advance. you won't get the counter attack kill, but you still do good damage with no retaliation.
If you have the Blade of Binding, summon your juggies to the side of the last unit in the enemy line towards the top or bottom, then just run them through the entire enemy line; sweeping a single space towards your line on the charge. 40 juggies can do serious damage to anyone's line. I tend to summon them so that they end up their charge next to any ranged units, which if they survive, will probably be dead on the first-strike counter attack, or the cleave if your juggies destroyed any stacks along the way.
frankly, with an inferno might hero, i can't imagine NOT relying on these guys!
....
MOTHER breeders actually do great damage, but not with a might based hero. they are your primary unit of death for any magic base hero though.
they end up doing WAAAAAAAY more damage than your lillums, even without a bow to give them full range!
this is just like how people think equivalent growths of cerberi somehow do more damage than ravagers. simply put... no. elites do more damage than core for the equivalent weeks growth, period. that's the way the game is designed FFS. people just think cerberi do more damage because you typically start off with a weeks (or more, since you usually even start with some) growth of them ahead of getting your elite units.
likewise, lillums do not do more damage than breeders. seriously, take exactly one week of standard growth of each, and test it yourself.
you want to try something REALLY different with inferno... go old school armaggedon. you really can burn your way to the top.
I just hit level 30 in the final inferno campaign map (the last campaign I had yet to finish), magic power 98 and my primary does nearly 5K with armaggedon, 7.5k with a fireball, and over 8k with a firebolt. Even the inferno spell is fun; works great on clustered stacks behind walls... just keeps jumping from one to the other and back again, until they all burn up...
even endgame, those numbers actually make a difference, though I think magic damage should still scale higher at higher level. Makes me wish magic damage was much more diverse than it currently is. basically you have only a handful of spells you ever use for damage in this game.
for most of maps 3 & 4, I just used breeders and lillum, with demented as protectors, and pretty much burned everything using one fire spell or another, since the damage scales down with increase area coverage. character named Ignus...
the only time I need to add to that army is for boss fights. Very very different to playing it with a might hero. But, just wanted to say, it is very doable.