13 hours ago, druchii7 said:I'm considering to start using 2x1 carrion lancer units: that would prevent the waste of impact result on dice and makes them a better option to place your upgrade cards.
I think one of the problems is the dependence on surges to do damage on solo carrion lancers, but with threat 2 and a single improvement they should be more flexible and face enemies better even without blights.
The moment of inspiration will be key for damage dealing. Archers will be able to shoot + regroup (letting them refresh the card every turn) and therefore tey'll do it ok in close combat without close quarters targetting. Combat ingenuity would be probably be not so important if you have an extra die to produce extra sourge.
In fact moment of inspiration looks quite suitable for reanimates as well. As they have no damage modifier, they could be quite powerful if regroup to refresh the card every turn.
Moment of Inspiration only applies to melee attacks, so the archers get very little use out of it. Rank discipline is a pretty good damage upgrade, and Combat Ingenuity is great for maximizing blight.
Re: Carrion Lancers, I think you'll generally be better off with two individual lancers than a unit of 2. Costs more points obviously, but spits out more blight and mortal strikes.
Also, Inspiration tokens can only be spent when a unit activates, so if you apply the blight and attack with Carrion Lancers both at initiative 5, your target generally won't have an opportunity to use the Inspiration to clear the Blight.
Edited by Bhelliom