Lot of talk on the fix thread, which got me curious about peoples impression about the best and worst unit of each type (hero, infantry, archer, cav and siege). Not looking for a wish list of fixes, I'm just curious what is the consensus on the "good" and the "bad" units.
Here's my list; convince me otherwise:
Best Hero:
Ravos. Nobody else is throwing 3 dice with brutal and precise. He's a bigger beat stick that anyone else, and has an open slot to pick up a healing item.
Worst:
Maro. Linking the main attack to runes was a terrible idea. Making the attack and skill compete for activation was a terrible idea. I'd go without a hero before taking him; and I'd take any other hero before taking him.
Best Infantry:
Dranati. Tough Call here, but I really like the Darnati. They get all the good upgrades (equipment, skill, champ, musician, standard, and get the back rank siege). I haven't seen the Berserkers support Obscene yet, which might knock out the darnati.
Worst Infantry:
Reanimates. Don't bounce back well enough to tarpit, lack a cheap punchy champ, siege unit upgrades don't help fight. I run them, but I'd honestly rather have any other infantry choice.
Best Archer:
Reanimate Archer: very good damage output, option to spam blight, option to shoot at init 4. They can scoot into range late in the turn, and get off the first shot in the shoot out. Red and Blue, and surge on the dial does more shooting damage than any other unit.
Worst Archer:
Really tough call here, as the archer units are so close in ability. I'd say Kari, if we call here an archer unit (she should be in melee). Max of 6 damage is really under-performing.
Best Cav:
Flesh Rippers. Really durable for the points. The new beast master upgrade can let them reform or shift, followed by dead sprint for 1-2 movement (or the other way around) and them followed with a charge; and the beast master gives an extra precise.
Worst Cav:
Leonx Riders: Really nimble, but really soft. Skill on the left, and yellow, takes away a lot of options. Fights slower than other cav, and doesn't take a punch well. I wouldn't call it a bad unit, but if I had the option add any one cav unit to my list, these guys wouldn't ever make that cut.
Best Siege:
Spined Threshers: Durable, nimble(for siege), hits hard, accurate, spams panic. No real downside. Not much reason to not run as many as you can.
Worst Siege:
Rune Golems. Suffers from being first out, and lacking good options. Exceptionally slow, and very vulnerable to anything that goes strait to wounds (which is a bit too common). The real pisser is the lack of mobility. You get 2, and you get red-runes.
If you don't get 4 runes in the mix, you are slowly trudging across the table. Without any ability to turn, their position is very predictable.