Having only played against Rune Golems, I've been of the opinion that they are very disappointing. I've been able to make fairly short work of them with the Death Caller and Carrion Lancers dishing out mortal strikes.
But last night I played my first 200 point game as Daqans and had really amazing success with them. I built a list purely from my curiosity about Rune Golems and the Uncontrolled Geomancer, rather than for what I thought would be competitive play. I'll write a summary of the battle below. But here's what I think the golems had going for them:
- Being able to march and rally with a white modifier was awesome, allowing them to build up a ton of inspiration tokens in the first two rounds when they were moving slowly, making these slow turns a surprisingly good use of their time. With Hawthorne they were able to build up 3 each by the time they got to combat which allowed them to ready their Master Crafted Weapons in subsequent rounds. Although they were never blighted, I also could have used the inspiration for that if I had needed.
- While they can't charge on a turn, this wasn't that important against the unmaneuverable Waiqar. Maybe against other armies or even different Waiqar units this would play out differently, but then again my army had a pretty good mix of speed and ranged damage in it, even with almost half my army tied up in Golems.
- By having multiple golem units, I was able to have overlapping charge threat zones, making their lack of a turning charge less of a liability.
- Their speed is weirdly complementary with Hawthorne. While he burns a turn psyching everyone up with inspiration, he can easily catch up with their plodding advance later in the game.
- The two tray units are complimentary to the Uncontrolled Geomancer. Two trays of golems suffer no damage from the geomancer making them the perfect protection for the relatively weak spearman unit that still has to get up in the enemy's face. And with big units being all the rage these days, the geomancer is a surprisingly useful dude.
- Two trays in 1 wide, 2 deep formation with Tempered Steel is awesome! You can pretty much bet on doing 6 damage each turn, and I did 9 damage on two of my attacks with these guys. The re-roll plus tempered steel makes their attacks reliable while the crazy amount of inspiration they can build up allows them to keep their steel freshly readied.
Am I totally sold? No. I think I had some pretty good luck with 4 runes showing up at a key moment. My opponent and I talked afterward about both building a more optimized list for him and making better use of terrain to mess with the golem's movement. My opponent was also short on mortal strikes in his army. Inadvertently, I had put together a pretty effective army to support the golems, so much of the credit goes to the other units as well. But still, based on my experience facing these guys, they way outperformed my expectations.
Anyway, here's a brief battle summary. My list was:
- Hawthorne + 2 upgrades that never got used in the game
- 4 Trays Spearmen with Uncontrolled Geomancer
- 2 Golems with Tempered Steel
- 2 Golems with Tempered Steel
- 1 Golem
- 2 Trays Oathsworn with Rank Discipline
- 2 Trays Oathsworn with Rank Discipline and Master Crafted Weapons
My opponent's list was Ardus, Maro, 2x 2 Tray Archers with Combat Ingenuity, 9 trays of reanimates with Frontline Lancer
I think my opponent's attention was divided mainly between the Oathsworn running down his archers, the Uncontrolled Geomancer spearmen that had the potential to wreak havoc on his big block, and Hawthorne who was bee-lining for the gap between a group of archers and the reanimates that exposed Maro's flank. This allowed my golems to move up the board unmolested. The two units of two made straight for the front of his reanimates, in a 1 wide, 2 deep formation.
A pretty lucky rune cast on Turn 3 came up with 4 red and 2 blue runes, allowing them to make long, late turn charges avoiding strikes back from the reanimates. The Uncontrolled Geomancer wiped out 9 reanimates for a start on this turn (they were already down a couple from the battle between the geomancer and Maro's raising trays and some good green runes), and the golems followed it up by doing 9 from the first unit, and then 6 wounds from the second... and that was even though I forgot my re-rolls from having the additional rank.
In Turn 4, Ardus had snuck around the back of one of the units and done a single wound, which the golems returned with 2 wounds, and then the lone rune golem had counter-snuck around Ardus' flank and done him in. The other unit of golems finished off the last of the reanimates, leaving only the frontline lancer.
Elsewhere, the spearmen managed to finish off a unit of archers and oathsworn got the other one. Hawthorne got his flank charge on Maro and did a couple of wounds, setting Maro up to be charged in the front by spearmen and the opposite flank by oathsworn the following turn. With only Maro and a front line lancer left on the board, both with a high certainty of death in the following turn, and facing pretty much my entire army (I had taken some casualties but lost no units) we called the game at the end of turn 4.
Edited by Elliphino