Over the course of this game, several comments have been posted to various forums that basically express this sentiment:
@all: I know I wrote it in other threads: I think they made some errors designing Uthuk: there are so much units that are not on par with the rest: worst archers, worst casters and with Grotesques the worst elite unit in the game... so it's very hard to change army list's like if you play any other army...
After browsing a few threads, the consensus seems to be that the weakest units (in no particular order) are Viper Legion, Blood Sister, and Grotesque. So here's my question: if you were a developer for the game and had to make a document of errata to fix these units, what changes would you make and why?
Comparing Viper Legion to Skeleton Archer, they're not too different. They have the same stats and each one can apply a condition with a [heroic] result. So it seems to me that the real difference comes down to the strength of the condition being applied. In my opinion, the condition needs to be stronger, but it shouldn't be too strong. It's hard to come up with interesting ideas. My first idea is to change poison to "When a poisoned unit is ordered, its owner may spend 2 lore to remove the poison token. If it's owner does not remove the poison token, this unit suffers 1 damage at the end of the Command step." This has 3 possible effects on your opponent: 1) the unit takes 1 guaranteed damage if it is ordered, 2) your opponent pretty much has to spend 2 lore, or 3) if your opponent doesn't like either of those options, they have to choose to not order that unit. I think this effect gets stronger in the late game as more units are eliminated so your opponent has fewer units to order. I'm not completely sold on this idea and would love to hear other ideas, but I think the Poison condition is the primary weakness of the Viper Legion.
For the Blood Sister, I just hate how lore-starved she makes you. First, you effective spend a lore to use her ability. Second, you need to spend 2 lore later to remove the bleed condition from one of your friendly units. What I would really like to see is an addendum to Blood Fields. I'd like it to say, "At the start of a player's turn, if that player's unit occupies a blood field hex, that unit may either recover 1 health or remove one condition token from its hex." This sets up a combo where a Blood Sister can keep bleeding a unit in the Blood Field hex, gaining the benefit but allowing you to negate the cost of removing the bleed condition. It is powerful, but it isn't foolproof. First of all, Blood Fields don't move, so you're restricted in where on the map you can execute the combo. Second, your enemy can push the bleeding unit off of the Blood Field, breaking the combo.
For the Grotesque, I have no idea. How about you?