I have played about 7 games now and archers are a tough unit to use effectively. If you can hit a unit with your arrows, they can probably get you within a turn or two. Reacting defensively is hard due to high initiatives. If someone can reach you with a charge, you are dead basically.
I used wind rune yesterday. Holy smokes is that card strong. Suddenly my archers are flying around the map.
One of the best tactics vs archers is moving cavalry just out of range, then charging next turn. Or moving around the periferal. As an archer dialing in a shot only to have no target is a huge waste of a turn. With wind rune you eliminate these problems. I find myself dialing in in wind rune at all times when I'm unsure of the flow of the battle with no downside. A potential shift 3!? ****...
Shift movements are very strong because in a game where units bases are square moving vertically and horizontally makes repositioning around your troops while avoiding collision very easy. Especially with a reform every time.
As wiaqar I honestly would take wind rune over CI because ensuring volleys ever turn is better than dying or being poorly positioned. The thing is I don't have to choose.
Should wind rune remove the reform? Or take up the same type of slot as a CI does?