I've been talking about swapping the roles of the Longbowman and Crossbowman for a while now, but I've decided 1.20 is finally the time to do it, with all these new UUs being added. Here's my proposed changes to these two units, plus another couple that are affected as well:
Crossbowman
• Strength: 6
• Move: 1
• Cost: 50
• 1 first strike
• +25% city defense
• +25% hills defense
The Crossbowman becomes the medieval city defender, with the exact same stats that the Longbowman has had until now. I think this makes sense, as the power of crossbows was that anyone could be quickly trained to use them effectively, while longbows were much more specialized in their role and difficult to master. And, from what I've read, longbows were more commonly used out in the field or in offensive actions than they were in defending cities anyway.
Longbowman
• Str: 6
• Move: 1
• Cost: 60
• 1 first strike
• Collateral Damage (25% to 2 extra units)
• 25% withdrawal chance
• +25% hills attack
The Longbowman becomes an offensive unit, dropping the defensive stats but picking up some collateral damage, a withdrawal chance, and a niche for attacking hills - effectively the medieval equivalent of the Skirmisher. I think this fits its historical role much better.
Skirmisher
• Strength: 4
• Move: 1
• Cost: 30
• 1 first strike
• Collateral Damage (25% to 2 extra units)
• 25% withdrawal chance
I've also made some changes to the Skirmisher as well. It now unlocks in the early classical era (requiring Employment and Leather Working). Strength is increased and withdrawal chance is reduced (largely because it was possible via promotions to have 100% withdrawal chance). Cost is increased to better match its new era, though it remains a relatively cheap, resourceless unit.
A few aspects to my rationale here. Firstly I felt that the Skirmisher wasn't particular useful for the type of warfare one engages in the ancient era (on the shorter gamespeeds at least). Secondly, it shifts another unit away from the 'military line' along the top of the tech tree, and there are already plenty of units unlocked in the ancient era. And finally, it allows me scope to make more interesting UU variants of it.
Horse Archer
• Strength: 6
• Move: 2
• Cost: 70
• Immune to first strikes
• Doesn't receive defensive bonuses
• +50% vs Melee
• 30% chance to withdraw
With the Crossbowman's role changing, this leaves the anti-melee role up to the Horse Archer alone. I'm thus considering replacing the somewhat confusing 'target first' mechanic with the straight-forward +50% vs Melee bonus from the Crossbowman. This does mean that Horse Archers are no longer countered by Spearmen, but this will be balanced by no longer being able to avoid their other counters when attacking stacks.
I'm also contemplating an alternative with 8 strength and +25% Melee bonus.
Crossbowmen never saw a lot of use in BTS single player as Longbowmen did their job better in cities and they lacked the speed and survivability to effectively intercept stacks out in the field. I think these swaps and changes overcome this.
Anyway, let me know your thoughts.