While I know most discussions currently are about the DLC, I do want to draw attention to a few mechanics currently in the game that, despite being janky, unclear, or unbalanced, haven't gotten a lot amount of attention and could use some adjusting:
1) Crumbling/Disintegration: While not OP, the undead factions (TK and Vampirates specifically due to their ranged assets) are very strong compared to most other factions. A large part of this is due to this mechanic, as it prevents the unit from ever routing. Initially, this mechanic seems to be balanced out by its downsides: it deals damage overtime to the unit while they are "broken" and undead units generally have inferior stats to their living counterparts (especially in terms of leadership) except in health and numbers. However, in practice that doesn't end up being the case: being essentially unbreakable is generally worth taking a moderate amount of damage while broken (11 per second; for comparison, the mortis engine effect deal 12 per second), especially when said unit is protecting a ranged piece (or is the ranged piece still firing). At the same time though, this mechanic can sometimes be frustrating for the undead player, as units end up in a state where they perpetually crumbling and never rally even when they still have a third or more of their health and are out of combat.
A decent solution might be to increase Crumbling's damage significantly (i.e. 2x or more the current damage) while also increasing leadership on such units (by +5 or +10 LD). Basically, this will make it so that an undead units being broken will actually be detrimental, but such units will be harder to crumble initially and they will actually rally when not in combat.
2) Stealth and detection: This mechanic is in desperate need of clarity. Specifically, it would help significantly if there was the ability to see a unit's detection ranges (like there currently is with firing arcs), one indicating the detection range against stalk/hidden units and a second one doing the same against unspottable units. Just give the option to toggle it on and off like with most of the in-battle information.
3) Forest Stalker/Aquatics: While aquatics hasn't yet resulted in toxic builds (due to swampy land not blocking projectiles and only penalizing melee infantry significantly), Forest Stalker has with the tree blob. People have been asking for it to change for a few years at this point, so I'm just going to echo their sentiments: replace the MD buff with a small speed boost (i.e. 10 or 15%). That should help discourage camping in trees and instead allow for more tactical use of the trees to reposition/escape pursuit. Make the same change with aquatics for the sake of consistency (i.e. no MD boost for aquatic units, just a speed buff). Buff affected units as/if necessary.
4) Unit Formations: This came up a while ago and then seemingly got forgotten, but currently units with loose formation have a large number of benefits over those without it, even in melee/against charges ironically enough (in previous games/irl, being in loose formation when charged was very bad
for the unit in question). Instead of the current system in which loose formation is just universally good but unit formations cannot change, it would be nice to have the option on most units toggle between loose and tight formations, while having drawbacks to each like in the previous games.
5) Vortexes: I brought this up a while ago, but making it so that the player can choose the initial facing/direction a vortex will move would help make them viable choices in multiplayer without breaking them (as the random movement still applies thereafter). Also, a little indicator of where the vortex will move first would be nice.
That's pretty much all the ones I've noticed. Any thought or other mechanics that should be included here?
please remember to buff Command the Unliving overcast (-3 WoM, +10 Seconds duration)