Aeon221
Sergeant at Arms
Leowulf said:Great job dude, love how you've put so much thought into the tactical aspects of the troop and their balance.
Just a coupla suggestions;
1.Maybe you should keep the khergits as a purely mounted faction, since generally as a counter, light missile cavalry never has an issue fighting any form of infantry in the open. The armoured horsemen work fine, since the Golden Horde did have heavy cav, similar both in form and function to the Byzantine cataphracts.
2.You could rename the Cleavermen as Guildsmen, since the Rhodoks are based upon an urbanized culture(Lombards, Venetian etc..), that would make sense given their generally tool-based weapons. Urban mob/rabble given weapons and some drill.
3. Mounted crossbowmen for mercs are awesome. I've been working on a personalized mod that specifically gives the mercs a unique culture quite foreign to the other Calradian factions, much like the better condottiere, well-armed and armoured with more modernized weapons but cheap horses, think early dragoons,
mounted for quick deployment and for light skirmishing against infantry, but best dismounted on tactical high ground against true cavalry.
All the Khergs are still mounted, so no problem there. I even made their recruit always spawn mounted! Just some of them are actually from other factions.
The Cleaverman issue was resolved in 2.5, when I totally changed the Rhodok tree from cleaver/shield centric to pike centric and gave them a bunch of weapon specialists (glaivemen, cleavermen who only use a cleaver, pikemen and macemen, among other units), but that wouldn't have been too bad a solution.
Your merc idea is interesting, but I'm not sure how you'd make a unit work worse on horseback than on foot. I mean I guess you could give them some foot only weapons, that might work. And as long as you're making them only for humans, you won't run into the issue of the AI not ever dismounting them.
Speaking of mercs and the AI, I'm thinking that if I update the mercs in game, it'd be nice to see the AI use em. So I'll probably have a few spawn into the AI armies, with spawns based on flavor (so Rhods might get 1 t3 merc cav per high end reinforcement party, while Swads might get 1 t3 merc inf and 'nids getting 1 t3 merc xbow).
Oh, and if anyone has ideas on how to make the Khergs cooler, I'd love to hear em!