Alright, so coast has been overtuned for quite some time now, and next patch needs to adress all of their issues. Many units are overpowered, pretty much all zombies with guns, bombers, Harkon, Noctilus and obviously the absolutely busted pistol summon.
The faction is really obnoxious when these units are combined, yet the roster has some units that need buffs aswell, like depth guards, crabs and bloated corpse (this one probably needs a rework).
Let's start with lords, say hi to Harkon, the most op lord in the game, able to kill any lord in the air and then able to snipe anything on the ground thanks to his outrageous number or bullets. Take away his gun and he is still one of the best duelist in the game on his terrorgheist, hornswaggle, poison, regen, he has it all.
- Harkon --> -20 ammos, +100 cost for his terrorgheist mount
Noctilus is also a big issue, especially for anyone who wants to use archers. He is still very hard to snipe, has a crazy long range summon, lore of vampire with pistol summon, anti large and almost unkillable in melee. On top of that you often get ridiculous games where he is the only one left against 400 units, and the balance bar is still 50/50.
- Noctilus --> -100m range on his zombie summon item, +50 base cost, fix the broken balance bar
Let's adress right now the most op thing for coast, pistol summon. That thing alone is making coast an absolute nightmare to fight against, they can just summon pistols behind you even tho in most cases you are already outnumbered by zombies with guns that are shooting you from all sides, it also lasts for too long and doesn't cost enough WOM.
- Overcast Drawned Dead --> +3WOM, or simply remove the overcast
Now lets talk about zombie gunnery mobs, deck gunners and deck droppers. So right now all the zombie gunnery mobs feel overtuned for many reasons :
- very cheap for the damage they dish out
- very high hp pool
- 120 models zombies, almost impossible to outshoot or even tie down in melee because of how many they are and that they are zombies with spread formation, they simply don't care if you try to melee them, 80% of the unit will still be able to shoot other units. And being undead, they will keep shooting whatever happens.
First the gunnery mobs need a change from 120 to 90 models, with an hp nerf and better stats. They will be easier to shoot and when tied down in melee less of them will be able to shoot other units.
400g bombers will deal half hp on any infantry with just 1 volley
- bombers --> +50 golds
550 golds handguns, compare them to empire handguns who cost 600 golds (and are kinda weak for the price), they are simply better in every way, yes they have worse stats and more hp, but 68 vs 120 models, spread zombies with 'undead' trait, you will never route those gunners, and their damage output for 550 golds is absolutly insane. Also for zombies they are surprisingly accurate and able to snipe even the tiniest of creature (probanly because of 120 models)
- handguns --> +50 golds
600 golds handcanons can deal some heavy damages when they fire at the right time, compared to 550 golds handguns they seem quite week and very hard to use to get your value back with good volleys, mains issue is if you have them on fire at will and they fire at the edge of their range, their damages will be very bad. They would need a range decrease so they actuallt start firing at a range that is optimal for their weapon to do good damages.
- handcanons --> -20 range (keep in mind this is not a nerf ! when an enemy will enter their new max range it will be the optimal moment for them to shoot and do good damages, instead of wasting their ammos at longer range)
300 golds pistols are fine.
Let's talk about deck gunners, these guys are probably the most dangerous unit in the roster and what makes heavy gun builds so deadly. 700 golds for a unit that is basically an undead jezzail (900 golds unit), applies shieldbreaker : -24% Missile block chance, guess what happens when you play these with the 550 handguns everywhere ? everything that enters range is dead in 2 volleys. Even without the handguns, the deck gunners simply delete any archer play your enemy tried, kill the cav, snipe lords, infantry, artillery, take your pick.
These guys are in serious need of a price adjustment.
-deck gunners: +50/+100 golds
Also the ror deck gunners who are ethereal do not cause terror for some reason, that would need an adjustment
-ror deck gunners: add terror, +50 golds
For some reason last patch CA went for -50 golds on the deck droppers, well, let's revert that. Those are very strong units that can be resurrected, bombers are probably the worst offenders of the 3 types.
-deck droppers: +50 golds
Now artillery, this one is quite easy, look at the prices and look at empire artillery:
coast mortars --> 600 golds empire mortars --> 650 golds
coast canons --> 700 golds empire canons --> 800 golds
Those are basically the same units, yet, one faction is undead and the artillery crew will never route, can even be healed up.
there is a slight accuracy difference between those 2 factions, but that one does barely matter for mortars. i think price change is due.
mortars 600 golds --> 650 golds
canons 700 golds --> 725 golds
Alright we are done with nerfs, time to buff the units that need it.
Depth guards, it is an interesting unit that doesn't see much play, they are very susceptible to many kinds of damages, and paying 1200golds for a chaff cleaner is quite tricky. They might need better melee stats, HP and speed to be more viable.
-depth guards: +5 speed, +5hp per model, +2MD
Polearms are the saddest boys of the roster, they are very bad for the cost, for some reason they lose 24 weapon strength and 15 charge bonus compared to regular depth guards, being a polearm infantry doesn't mean they should only be good at defense. So, same treatment as regualr depth guards, but give them back some stats to actually hit stuff, and hit hard.
-depth guards polearms: +5 speed, +5hp per model, +5MA, +20WS, +5CB
Hulks are in a weird spot, mostly because mornghuls exist, yet for 750 golds they don't seem that bad, they just seem to die very fast, they also need a different role than mornghuls, so maybe faster and hit harder for them, stay squishy.
-hulks: +5 speed, +5CB
Prometheans are also not in the best spot, this time it might just be a question of pricing.
-prometheans 1100 --> 1050 golds
-prometheans handcanons 1350 --> 1300 golds
One last thing, if you want coast to be cool, remove vampire lore and work on the lore of deep, one of the coolest lore in the game, and please buff Vangheist Revenge, the spell take waaaaay too much time to be viable
Vangheist Revenge --> cast time windup -3seconds (yes no joke it is actually that bad)
Ok, have fun with this. Cya.