We have had a lengthy debate on discord, and have a new skirmisher concept to show the community. I am going to show the concept, and then I will add notes below to explain why this new concept is superior to the existing one.
The Proposal
The Issue with Skirmishers
First, what is the problem? When the skirmisher was first introduced as a brand new thing in VP, it had to carve its own niche between the 3 unit types that already existed (mounted melee, melee, ranged). And....it struggled. The unit was either superior to other types and became the dominant unit made, or too weak and never used.
After several tries, the skirmisher doctrine concept was created, in which the unit received significant bonus or penalty depending on the terrain type its on. This fixed the niche issue, on certain areas of the map the skimisher was the best unit...on others the worst. So you building it was a strategic decision depending on the war terrain you would be engaging on.
However, this has not been without problems. It can be hard for players to remember such an incredibly swingy bonus which leads to frustration on the battlefield (especially with more casual players). It also means that as the field of war shifts, the unit can become utterly useless, a uniquely human issue as humans have limited hammers and supply to work with. On the flip side, humans have learned how to defensively dominate with the unit, with flat areas and a lot of roads, a swarm of skirmishers can decimate any AI force coming near, giving the human a perfected defense that no other unit can equally manage.
Several attempts at alternate models have been tried, the most common being the "logistics skirmishers", in which the skirmisher starts with 2 attacks (the idea being you can either hit and run with the unit, or "commit" for extra damage). This however has the same problem as the old versions.... its generally either UP or OP depending on the stats, with no in between.
The Solution
The solution is to make skirmishers "self-regulating". We want the unit to be useful enough to be built, but prevent the desire from making nothing but skirmishers and ignore other unit classes. The way to do this...is a combined arms approach.
We want the skirmisher to be a support unit that enhances other unit types. It possesses a weak attack, and so is not ideal for massing. However, it provides a support power strong enough that you always want a few with your army. This solidifies the skimisher's niche without sacrificing the niche of other unit classes.
In this proposal, first the skimisher has a 5 speed, giving it a range to be where its needed and move around enemy forces.
Second, the skirmisher's CS/RCS values are reduced. The unit can do some damage, but not enough to mass them, and is not meant to be a tank for damage.
Third and most important, the new skirmisher doctrine provides "double flanking", which significantly increases the power of melee units next to them. However, the unit itself still does not benefit from flanking, meaning once again a swarm of skirmishers is not that powerful. The ideal combination then is a melee group supported by a few skirmishers that can weaken the enemy a bit with their ranged attack while the melee guys move in, gaining a big flanking bonus from the skirmisher. This makes melee a litle more interesting, skirmishers gain a new tactical niche, and other unit roles maintain their own strong niches without overlap or conflict.
The Proposal
- Reduce Skirmisher CS/RCS
- Increase base speed to 5
- Skirmisher Doctrine changed to: Counts as two units for the purpose of flanking bonuses.
The Issue with Skirmishers
First, what is the problem? When the skirmisher was first introduced as a brand new thing in VP, it had to carve its own niche between the 3 unit types that already existed (mounted melee, melee, ranged). And....it struggled. The unit was either superior to other types and became the dominant unit made, or too weak and never used.
After several tries, the skirmisher doctrine concept was created, in which the unit received significant bonus or penalty depending on the terrain type its on. This fixed the niche issue, on certain areas of the map the skimisher was the best unit...on others the worst. So you building it was a strategic decision depending on the war terrain you would be engaging on.
However, this has not been without problems. It can be hard for players to remember such an incredibly swingy bonus which leads to frustration on the battlefield (especially with more casual players). It also means that as the field of war shifts, the unit can become utterly useless, a uniquely human issue as humans have limited hammers and supply to work with. On the flip side, humans have learned how to defensively dominate with the unit, with flat areas and a lot of roads, a swarm of skirmishers can decimate any AI force coming near, giving the human a perfected defense that no other unit can equally manage.
Several attempts at alternate models have been tried, the most common being the "logistics skirmishers", in which the skirmisher starts with 2 attacks (the idea being you can either hit and run with the unit, or "commit" for extra damage). This however has the same problem as the old versions.... its generally either UP or OP depending on the stats, with no in between.
The Solution
The solution is to make skirmishers "self-regulating". We want the unit to be useful enough to be built, but prevent the desire from making nothing but skirmishers and ignore other unit classes. The way to do this...is a combined arms approach.
We want the skirmisher to be a support unit that enhances other unit types. It possesses a weak attack, and so is not ideal for massing. However, it provides a support power strong enough that you always want a few with your army. This solidifies the skimisher's niche without sacrificing the niche of other unit classes.
In this proposal, first the skimisher has a 5 speed, giving it a range to be where its needed and move around enemy forces.
Second, the skirmisher's CS/RCS values are reduced. The unit can do some damage, but not enough to mass them, and is not meant to be a tank for damage.
Third and most important, the new skirmisher doctrine provides "double flanking", which significantly increases the power of melee units next to them. However, the unit itself still does not benefit from flanking, meaning once again a swarm of skirmishers is not that powerful. The ideal combination then is a melee group supported by a few skirmishers that can weaken the enemy a bit with their ranged attack while the melee guys move in, gaining a big flanking bonus from the skirmisher. This makes melee a litle more interesting, skirmishers gain a new tactical niche, and other unit roles maintain their own strong niches without overlap or conflict.