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Wall of text inc. 1. Replace Charge bonus with Initiative and add a new stat, Impact Damage Bonus
Charge bonus has always been slightly off for me, Seeing units with huge charge bonus send enemy unit formations flying only for them to get back up in a few seconds has always irked me. Additionally seeing units with lances doing the same impact damage as sword variants has always thrown me for a loop. Charge bonus as a standalone stat does make some sense as units getting an advantage upon their foes due to momentum or weapon typing is a great addition to strategy. However this phenomenon should also apply to units that are braced and ready for incoming enemy attacks. Hence Initiative, similar to charge bonus, but applying a melee defense bonus as well and activating for braced units upon starting a melee. Impact Damage Bonus can do what it says on the tin, increasing the damage a charging unit does upon contact. Impact damage bonus would allow lance units to do their proper charge damage.
Here's some generalizations of unit statistics and explanations for their changes;
Ini = initiaive IDB= Impact damage bonus BsVL= Bonus Vs. Large AP= Armour Piercing
Swordsmen: high MA/MD Medium Ini medium IDB Similar to how they are currently.
Greatswords: High MA Low MD Medium Ini high IDB (slow attack rate) AP A high impact damage bonus and Medium initiative will give greatswords a good initial charge, but wear off quickly as their attack rate and low MD kick in.
Spearmen: BsVL Medium MA High MD High Ini low IDB High initiative and melee defense will allow them to heavily counter charge reliant foes, but they will lose to slower, steadier units.
Dual weilding infantry: High MA Low MD High Initiative medium IDB (fast attack rate) Fast attack rate and initiative to give these units an edge against slow attacking foes.
Halberdiers BsVL Medium MA High MD High Ini low IDB (slow attack rate) AP These units function similar to spearmen, but have a slow attack rate due to their heavy, armour-piercing halberds
Sword Cavalry High MA/MD High Ini medium IDB These units are great anti-light infantry due to their high MA/MD, but lack heavy impact damage
Greatsword Cavalry High MA Low MD medium ini High IDB(slow attack rate) AP A high impact damage bonus and Medium initiative will give greatsword cavalry a good initial charge, but wear off quickly as their attack rate and low MD kick in.
Lance Cavalry BsVL Low-Medium MA Medium MD Medium Ini High IDB (slow attack rate) AP These units can punch through heavy armour, and will damage enemy cavalry on the charge. However they will lose out against normal cavalry if put in a prolonged engagement
Chariots High MA Low MD Very High Ini Medium IDB These unit's mass and initiative allow them to quickly tear through enemy formations, but will lose out heavily if surrounded in prolonged engagements
2. Armour-Piercing damage needs to be toned down Armour-Piercing proliferation has always been a terrible thorn for heavily armoured elite infantry in TW:WH, nearly all units with armour-piercing have it in excessive ratios. Very few of the heavily armoured units in the game are cost-effective due to the abundance of penetration. Units can still be effective against armour, but it needs to be toned down. Just because a musket can penetrate conventional armour, doesn't mean it can go through heavy plate blessed by the chaos gods or Dawi Masterwork. Greatswords, Halberds, Polearms, and Handgunners all need for their ratios to be toned down across the board. I am in favor of having artillery and specialized units like Trollhammer Torpedoes, Hammerer's, and units with monstrous strength(Ie. Giants/dragons) keeping high ratios however. Some units like Dwarf Warriors and Chaos Warriors may need to have their armour reduced for balance.
3. Remove or change Foot Squires There are no peasant knights.
4.Increase the unit size of Bretonnian infantry and buff normal Trebuchets. Bretonnian's need an edge, and I believe they are in a good spot with their cavalry(questing knights need ratios nerfed). Unit size may be a performance Issue, but I still believe it will be a good balancer for bretonnia's weaker infantry. Currently, there is very little reason to take non-blessed trebuchets. They do less damage than pitiful goblin rock lobba's and have a very small area of effect. Trebuchets should be larger and more powerful(and possibly slower), so they can deal better with enemy lines. Giving them larger rocks or rocks that bounce would also be a nice addition. This is even more important since heavily armoured dawi resist the magic damage of the blessed Trebuchets. Bretonnian's could also use a nasty skulker-esque peasant for wall capture vs heavily armoured factions.
5. Chaos could use a better campaign There are some ways the chaos campaign could be improved, this is my suggestion. Keep the horde mechanics, but allow Chaos to set up powerful citadels with 2 building slots in provincial capitols. Sort of similar to how Wood Elves function, but with some key differences. Only the main settlement can be taken, other small settlements would remain runious altars that spread corruption. The main settlement would gain growth at a fixed rate based on chaos corruption in the area, maxing out at Tier 3. Normal chaos chosen would be removed.
Each main settlement has a few choices; Limit 1 t3 shrine to Khorne/Nurgle/Tzeentch/Slannesh, allowing for recruitment of that Chaos God's chosen for local army 2 tier Walls w/garrison Chaos Corruption spreading building w/repleneshment Bonus Favor generating shrine.
New Chosen All-Immune to psychology Chosen of Khorne Dual-Weild Frenzy and Bloodgreed Chosen of Nurgle Sword&board Very High MD and poison attacks Chosen of Tzeentch Halberd 15% ward save Chosen of Slaanesh Great Weapon High Ini Terror