RiTides wrote:I'm really interested to see how effective using Surge is - I've got a Greater Obsidian Golem in my list that needs it (soooo slow otherwise!) but it seems like a bit of a bummer to occupy a character Surging him for much of the game. The shenanigans of being able to charge in the shooting phase are probably worth it, though

Time it right and you can shoot in the shooting phase, then charge in the shooting phase too...
Something like a Greater Obsidian Golem can also be used as a threat, and give you a bit of board control into the bargain - and surge greatly increases that threat radius. Surge it early, to get into a good position - spend a turn holding a smaller area, then when the priest gets into range again, that area grows quite a bit - good for those missions where you need to hold objectives and locations.
Had some fun trying out some Earth Elementals that way in my dwarf army - one Greater Earth Elemental, surged forward, the priest wandering after, then casting Surge again to bring the unit of lesser Earth Elementals into position, putting both types in position, with the priest where he could Surge either unit at need.
Kings of War can take on certain chess like qualities when you start thinking in terms of area threatened....
The Auld Grump
*EDIT* Back on the original topic....
Empire of Dust is all about the Surge - with unit upgrades that increase the effective radius by half again or more. I like having a source of Surge for every three units - with enough overlap that most of those units are within range for at least two of those sources. (You CAN surge the same unit twice, but it is more so that two units can be hit by Surge at the the same time. Some very nice flanking possibilities open up.)
And a unit of Revenant chariots hitting in the flank... is just plain good clean fun.

(You can even fire off the bows before hitting the Surge button... it won't do much, but....)