2 minutes ago, Tvayumat said:*CAN* move faster. CAN.
You're going to need to provide some citations.
I've played a lot of Runewars, and in practice, these statements are simply untrue.
Rune Golems are slow, unreliable, extremely predictable, brittle, and prone to blanking out their rolls.
I have played against the Rune Golems many times. Probably some 20+ games. Am I going to lie and say they can't die early, no. Am I going to say they are better than the other options that the Daqan players have, no to that too. However, I feel that you are paying for potential with these units. I've seen them die without swinging, but I've seen Ardus do that 100% more than the rune golems. The problem is that the rune golems can be great or can not be great based on runes, but every argument I have seen is only taking into consideration bad runes and bad rolls, and when I bring up good runes and good rolls, everyone just says it's the best case scenario so it shouldn't be considered. You have to look at both options.
Now, for this conversation to have merit, there should be some foundation. The Rune Golem is a siege unit so comparing it to cavalry or infantry isn't a fair comparison. So saying "it's not as good as this other option on my team" doesn't mean it should be made better, if it stacks up comparably to other units of the same kind.
So: Maneuverability, the carrion lancer can't reform and move, the Rune golem can. The carrion lancer can't move 4 spaces at initiative 4, it moves 2, which is the same as the Rune Golem (unless it's blank runes, but that's a 25% chance of happening). The Rune golem can't perform a turn during a march. So, maneuverability is not just handed over to the carrion lancer. If players don't know how to plan then yes you can out maneuver a rune golem, but you can also do that with a carrion lancer, the difference is that the carrion lancer will be busy spending a turn reforming before it can move again, where the rune golem can reform in the same turn.
When saying the carrion lancer "can" use blight for mortal wounds, it CAN'T blight AND attack in the same turn, so any argument of "combine this unit with this and..." is not referring to the unit itself and would devolve the conversation. How could we possibly get to the bottom of the conversation of best unit when combined with other units, and worst? Without using outside forces, just the dice given, the rune golem CAN (possibly) kill the carrion lancer in 1 attack, the carrion lancer can only break the armor on a really good roll, (again, without outside assistance from other units or the very rare blight before an attack and before the golem can rally). The only chance the carrion lancer has of pulling off the rare, blight in one turn and then attack the next before the rune golem moves is a lousy setup on the part of the daqan player, especially if they know it's coming. Considering the rune golem does have the option to rally and remove the blight before any movement options that the carrion lancer has the Rune Golem player could choose to move when they have initiative to avoid being attacked with blight on them.
Also, 4 damage is common, with threat of 2 and 2 hits, it's not common with threat of 1: which is what the carrion lancer has. 6 hits is more common than 8 hits because of blue dice. A 2 threat unit has to throw 2 red dice in order to get 8 hits. Even with 2 red dice it is more likely you will throw 6 hits than 8 which means 2 wounds on a carrion lancer and still only 1 on a rune golem.
As far as using the skill on the Rune Golem, yeah it doesn't get used. But it's still there, so to discount and say the carrion lancer has a skill but the golem doesn't that's not true (previous poster not you).
A lot of arguments about why the rune golem is underpowered are based on "this unit plus this unit means bad news for rune golem" but the same could be said about any unit. The executioner COULD kill Kari or Lord Hawthorn in a single turn but no one is saying they are under powered. As soon as you start comparing blight and a carrion lancer, it's either a rare encounter when single unit is able to blight and attack before the rune golem can rally (much rarer than a rune golem having 3 threat and hitting with at least 2 hits), or you are using synergies of 2 units together. If I have a 15 cost carrion lancer, combined with an 18 point set of archers with combat ingenuity for another x points, then yeah I sure hope it will out perform a rune golem, it's twice as many points!
Now, just because something isn't reliable, doesn't mean you don't consider the potential, and only consider worst case scenarios. It's true that the runes could never be in your favor, and the rolls are always blank, but that's the unreliability of the game as a whole. A 3x2 of carrion lancers with MCW and CI could also roll blanks on both rolls... and that would suck too. but that doesn't mean that the unit is broken or needs an upgrade, it just meant bad luck. On average there will be 2 red runes. On average you will roll 2 hits. The Rune Golem will always have at least a threat of 2, which means average of 4 hits. The carrion lancer will need all three dice to get a hit, and dial in a hit to get the same amount of damage as a base stat Rune Golem.