I am really taken with the idea of Golems with a wind rune (especially when running with a channeller and Lord Hawthorne to refresh the channeller):
- can move at initiative 3, very probably 2 speed and with a good chance of speed 3, depending on how lucky the channeller gets.
- can move and reform followed by rally (early on to build up inspiration, or later to shift blight) or defend (as get closer in to enemy)
- if enemy are trying to avoid or outflank them they can shift sideways and collide, reform (so are then flanking for next round's attack) and rally to get rid of the panic token from the collision
- or you may be able to get the jump on close-up cavalry before they charge - Init 3 Sp 3 beats their 3/2 or 4/3 options; even a golem at 3/2 may beat them if you get to go first. Again you can reform if you need to and get rid of the panic token.
- if you get a fear 3 (flee in terror) you can shift 2 or 3 and reform, plus rally/defend - to either end up where you were, or shift sideways to avoid the enemy's inevitable follow-up charge.
- gives you more options and means your opponent will find it much harder to predict what you will do, which has to be good (and scary for them!)
Does that seem like a good use of 6 points? Does to me.
Edited by CastleRockextra idea