The current meta is melee blobbing, focussing on getting as many shock troops into the fight as soon as possible, basically running in a straight line. For anyone with an interest in strategy or history, this is completely frustrating because it is basically stupid and should be easily defeated. However the balancing in this game means that it is the most effective way to achieve a high win rate, even against organised opposition. A lot of the arguments about balancing factions are due to this meta, everybody is just charging to B and having a big brawl, and the faction most suited to that usually comes out on top, factions which are not are considered sub-par. The vision for what the different factions should be good at is clear but it doesn’t translate into reality and there are two key changes that could improve the balance.
To improve Captain Mode light archers need to be faster than armoured, shielded line infantry. For example, as fast as shock troops and skirmishers. Otherwise they are unable to kite and have limited value.
This will also increase the value of cavalry, particularly light cavalry, and give them a role in chasing down archers, as they were used in real life. For this to work, archer Ai has to be changed so they no longer yolo 360 no-scope point blank yeet headshot cavalry players charging in. They either need their targeting for close units travelling at high velocity nerfed or switch to melee much earlier, because it is insane. Not only is it herculean and unrealistic, it completely undermines the value of light cavalry.
In this set up there will be a role for light cavalry in captain mode (they've become a waste of space now they are no longer a cav superiority unit), shock troops will still be able to keep pace with archers but will need cavalry support, armoured infantry will need to work together with the other units to achieve victory.
In the future there would have to be adjustments to factors such as light cavalry health, archer damage against armour etc. but this fundamental change will make the meta interesting, allow some strategy to emerge and stop faction balance disputes being about brawl blob competitiveness.
Clearly you will have to balance skirmish and captain separately, the changes made to models to improve skirmish do not work for captain mode balance.
To improve Captain Mode light archers need to be faster than armoured, shielded line infantry. For example, as fast as shock troops and skirmishers. Otherwise they are unable to kite and have limited value.
This will also increase the value of cavalry, particularly light cavalry, and give them a role in chasing down archers, as they were used in real life. For this to work, archer Ai has to be changed so they no longer yolo 360 no-scope point blank yeet headshot cavalry players charging in. They either need their targeting for close units travelling at high velocity nerfed or switch to melee much earlier, because it is insane. Not only is it herculean and unrealistic, it completely undermines the value of light cavalry.
In this set up there will be a role for light cavalry in captain mode (they've become a waste of space now they are no longer a cav superiority unit), shock troops will still be able to keep pace with archers but will need cavalry support, armoured infantry will need to work together with the other units to achieve victory.
In the future there would have to be adjustments to factors such as light cavalry health, archer damage against armour etc. but this fundamental change will make the meta interesting, allow some strategy to emerge and stop faction balance disputes being about brawl blob competitiveness.
Clearly you will have to balance skirmish and captain separately, the changes made to models to improve skirmish do not work for captain mode balance.