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There’s an understandable need in this game and in upcoming warhammer 3 to make big exciting single entity units that visually bowl over infantry in a satisfying way. That’s great marketing and fun.
I also understand that you want certain anti large infantry to be useful counters to big monsters with fast speeds and charge animations. I assume this because a) you introduced units like giant slayers that have that concept in their name and stats (80 attack vs large!) and b) these units actually do this really well in a casual setting where somebody occasionally forgets to move their khemrian warsphinx for 10 seconds.
But in competitive multiplayer, cycle charging with these fast monstrous units is a hard counter to the elite anti large infantry they’re supposed to be worried about. This is a balancing challenge for you - you seem to want these infantry to perform their role, but right now they can only do that if their opponent screws up.
Warhammer three is coming with ogre kingdoms and demon lords and all kinds of awesome animations to enjoy.
But that means you should look for a solution to this multiplayer balancing problem now. Anti large infantry shouldn’t be an afterthought in a total war game. And you don’t want to have to make them absurdly strong vs relatively low mass cavalry and slow large targets just to give them a chance versus huge fast targets. That would be a balancing conundrum.
Please test a retribution mechanic for the giant slayers in wh 2 so that they can fulfill the purpose you put them in the game for.
Retribution would be an ability that causes an attack or damage from the anti large specialist infantry on an entity that charges into them and bowls them over. It wouldn’t make the unit stronger except in cases where you’re trying to counter them with the exact units they’re supposed to counter. It also wouldn’t augment ranged units because it doesnt slow or snare the large entity.
Now even so this could be a strong ability and maybe not something lots of units should have. I think giant slayers are the perfect test case to see how this works in practice. These guys are super expensive, super weak to archers and cheap enemy infantry, very killable. You designed them to be a glass cannon taken specifically to counter big monsters but they don’t yet do that to the monsters and single entities that matter. You gave them massive attack bonuses and good speed specifically to make them good in this role, and it’s simply a quirk of game design that they aren’t cutting it yet in competitive play.
Please try it out. It’s one unit. It’s a perfect test case for an ability that would help with a lot of balancing problems that are increasingly going to come up in wh multiplayer. This ability would affect the end game (when just the giant slayers and big monsters are left) but would leave them largely unchanged during most of the battle when they can largely be avoided. But changing that end game will make a big difference in how this game plays, because people play competitively with the end in mind.
Or if I’m wrong just let us know that it’s your intentional design choice that elite anti large infantry should counter cavalry and slow monsters but be countered by fast single entities with animations. Then I could just throw up my hands and let it go!
Edit: clarifying that per our discussion below this ability would only work when giant slayers are charged from the front, not the side or rear.