terrycrist3
Chieftain
- Joined
- Dec 5, 2009
- Messages
- 40
I like weakening archers against cities, but I would go further:
- bring back the garrison command, but make it consume the unit's turn. That way ranged units can't independently attack from the city.
- give siege units cover, or an innate bonus against range.
- pre-gunpowder ranged units should not be able to kill outright. Perhaps each generation can lower hp by a higher percentage, so archers can reduce to 33%, CB's 25%, Xbows 15% and gatlings can kill.
-CB's probably need to just lose a point or two of ranged strength. They are too strong in masse
- reduce the melee strength of archers and/or give cavalry an innate bonus against them.
This will hopefully have several effects:
- archer units will be used to soften, but are useless without a legitimate melee presence.
- siege will actually have a chance to take cities, but only after the melee units are dead.
- melee will be worth using as the main force.
I have a few other ideas for combat (positioning, real flanking) but that is for another post.
- bring back the garrison command, but make it consume the unit's turn. That way ranged units can't independently attack from the city.
- give siege units cover, or an innate bonus against range.
- pre-gunpowder ranged units should not be able to kill outright. Perhaps each generation can lower hp by a higher percentage, so archers can reduce to 33%, CB's 25%, Xbows 15% and gatlings can kill.
-CB's probably need to just lose a point or two of ranged strength. They are too strong in masse
- reduce the melee strength of archers and/or give cavalry an innate bonus against them.
This will hopefully have several effects:
- archer units will be used to soften, but are useless without a legitimate melee presence.
- siege will actually have a chance to take cities, but only after the melee units are dead.
- melee will be worth using as the main force.
I have a few other ideas for combat (positioning, real flanking) but that is for another post.