From a different thread:
Quote4. Glaring in a different way is the Rune Golem, which everyone on the forums seems to agree on as well. A 1x1 or a couple of 1x1s in the right list are very nice and amazing. The problem is that as you scale up, they are just less so. But at this point, I'm not sure what we can do and might not get much agreement. This is really what you write off as a design flub and then try to introduce something new later on. But without something new coming... They really need a pretty thorough redesign, but as that is far more contentious than what I'm comfortable, that pretty much leaves recosting downwards. But despite being glaring, I'm much more comfortable with movement from the OP items downward than I am with increasing the power level of something. If there's no FAQ/ERRATA in six months, then that's about the time to look seriously at more comprehensive changes to the game.
That thread had some brilliant observations, and I didn't want to sidetrack it. But Rune Golems have been on my mind, so I wanted to take a closer look at them.
The Rune Golem is actually the unit that kept me in the game. I was one of the alpha testers for the original game, and somehow, I seemed to always play Waiqar. I was underwhelmed by the game. All the units seemed to be the same... a similar set of marches, turns, attacks, rallies, and so forth for every unit (except that as Waiqar, my units were slower and later)... except for the Rune Golem. Looking at its dial, I could see that there was potential for something more here. I wasn't doing anything better when the Latari went on test, so I said "Why not?" and joined that test.
It turns out that I'm a natural-born Latari player, and I never looked back.
OK, enough personal digression. I like Rune Golems. But I understand why a lot of people think they're weak. Overall, they're slow. There's the potential for a burst of speed at initiative 4, but only if you get all the unstable runes to show. And since it's at initiative 4, some units can even clear out of your way before you get that speed burst: with no turns on their dial, you know precisely where they're going if they march. It's also possible that the golems won't be able to move at all until initiative 7, which absolutely sucks.
On the other hand, with brutal [stable], if they do connect, they're going to hurt. And while they're vulnerable to mortal strikes, they're very resistant to chip damage.
This is a combination that makes the easy and ideal fix (simply adjusting their points) problematic: if they're cheaper, you run the risk of people spamming them as either hard-to-hurt fire rune platforms, or just going with a large but slow army. I could see changing prices working with the larger builds where their lack of maneuverability is magnified, but not the single-unit forces.
I also can't think of anything that fits into the less-easy but still not bad fix category (adjusting their abilities), because they don't have many abilities. Maybe if they got a unit-specific upgrade or two, that might work, but I'm having troubles thinking of any right now. And I prefer units to be able to stand on their own without requiring upgrades to be viable.
Which moves me to the not-easy fix category (playing with their dials). Which I know isn't ideal. But if they got a blue, [natural runes] march at initiative 3 or 4 (which initiative determined after testing), it would complement their initiative-4 march [unstable]. The Daqan player wouldn't have to worry about being unable to move during the early-phase movement, but at the same time it wouldn't increase the units average speed much, since it can always get a late-turn march-2, so it should, in theory, keep the unit's "slow and clunky, but hard hitting" feel intact.
I'm interested in hearing other people's opinions and alternate ideas. I like the idea I came up with, but I know that changing command tools isn't something to do lightly.