I've been thinking about battle mechanics of this game as of the recent changes. There are pro's and con's to both sides believe it or not... The game is still relatively new. But, this is just an idea. Obviously my idea isn't perfect, if you think it should be altered any way... just say how rather than flame, it would be very much appreciated.
Ok first off, here is the battle mechanics as far as I know. Both sides charge and throw themselves at eachother. There are no "tactics" whatsoever. This is one of the biggest aspects of a war game. (IMO)
What if there was a separate combat option, chosen at the initation of the march ( for offense ) or anytime in town ( for defense ), that enabled different types of combat scenarios.
Explanation
Tactics would be a research available with a level 1 Academy
Each progressive level enables the use of 1 more different battlefield strategy.
Each different strategy can be employed by both Offense and Defense.
The hard part is... what does each research level provide?
This is where I will need the most feedback, I'm no combat expert and like I said, my idea isn't perfect.
With that all said, here's what I came up with....
2nd EDIT
Level 1
Standard
Requirements: Level 1 Barracks
Hero must be hired
Combat remains as is now. This research would be essential to build any unit from warrior up. Workers would be the only buildable unit until this has been researched.
I figured I'd put it this way to add more quests for new players as well as a general concept of strategy right off the bat.
Level 2
Skirmish
No requirements
All units gain speed of 20-120% of their base speed
Combat remains the same
I thought about what you said Bomb and I think this would provide the best preference for the situation. If there is a tactic that enables Swords to hit archers, Cav to run behind, etc etc, it'd be heavily overused compared to the rest, there needs to be negative effects and possible ways to counter the tactic so it doesn't become, "DEFAULT" for all players.
Level 3
Charge
No requirements
Units gain 20% Speed boost
Units lose -20% Life
Combat remains the same
Now this would work as both offensive and defensive. In the offensive situation, a group of warriors could pick off archers quicker than if they were at normal speed thus minimizing losses. In the defensive position, it would be useful if the defenders have units to quickly wipe out long range siege from doing more damage.
Level 4
March
No requirements
Units have a -20% Speed boost
+20% Life
This would be useful for a group of ranged units that are trying to pick off enemy units. The situation would work both offensively and defensively
Level 5
Phalanx
No requirements
Units gain +30% Life and 20% Defense
Units lose -70% Movespeed
Units gain 70% evade projectiles
Only applies to Warriors/Swordsman/Pikeman
This seems like a great idea to combat the overusage of archers. In ancient times a Phalanx was almost impenatrable to projectiles. Offensively this is a great way to defend against towers while defensively this is great way to defend against Archers
Level 6
Ambush
No Requirements
All units have -90% speed until the first enemy unit comes into range.
When the first unit is killed (either offense or defense), all units then gain 110% speed
Siege cannot fire as long as speed is -90%
Units Cannot be fired upon by Archers/Ballista/Catapults/Archer towers as long as speed is -90%
Traps/Rolling Logs/Rockfalls have a less chance to trigger while speed is -90% ( could be based on INTEL of hero on both the attacker and defender)
If the opposing army has MORE scouts than the army using ambush, the chance of being "spotted" increases. Likewise, the more scouts you have than your opponent, the less likely you are to be spotted. It creates a use for scouts on the battlefield. This also gives a wider variety of armies, rather than players focusing on 1 or 2 types of units it would give more diversity on the field of battle.
This obviously has major flaws but it could be worked out quite well, I put it -90% rather than -100% so battles wouldn't end in a draw. This would have complications when it comes to siege. I figure this would be a good tactic to use on flats and valley's rather than against fortifications, but it could work against an opposing players town quite nicely.
Now, let me explain a few things, I set it so speed is 110% when a unit is killed (offensively or defensively) because in real life the position would be given away in either scenario. I set it so siege can't fire while "camouflaged" because that would give away position as well. While the units are sneaking it would be easier for them to spot traps and the like so the chance of that happening would be much less also.
Level 7
Flank
Cavalry and Cataphracts gain 100% evasion for 4 turns
Calvary and Cataphracts cannot attack for 4 turns
Calvary and Cataphracts must keep moving for 4 turns
I tried to think of an option where flanking could be used and this seems to work quite well. In this situation, Cavalry would charge behind warriors/swords/pikemen thus taking archers and siege one on one. This would also promote the construction of the almost useless Cataphract. This works VERY well defensively especially when destroying siege. A good counter to this would be ambush.... see where this is going :)?
Level 8
Shield Wall
Warriors, Pikemen, Swordsmen lose -80% movement
Archers, Ballista, Catapults, lose -90% movement
Warriors, Pikemen, Swordsmen gain 50% life
Archers, Ballista, Catapults, lose -30% Damage
Now this tactic is interesting. It creates a protective "wall" around the ranged units. In real life, this would hinder the ranged units view/attack sights thus the loss in damage. This also helps from being an uber tactic lol..
Level 9
Long Range Ballistics
Archers, Ballista, Catapults gain 30% range
Archers, Ballista, Catapults lose -50% damage
Archers, Ballista, Catapults lose -40% speed
Archers, Ballista, Catapults do not stop moving
This is a GREAT strategy to use Offensively and defensively. It would be used in conjuction with massive amounts of warriors. The units keep moving so it doesn't cause too much unbalance. This would easily be countered by phalanx or flank.
Level 10
Ram Cover
All non-siege units' move speed is equal to Ram speed - 10%
All non-siege units gain +150% life until Rams are destroyed
Archers lose -50% range until Rams are destroyed
All non-siege units' move speed regains normalcy once Rams are all destroyed
This will put some good usage for Rams in the game. In real life it would be as though the units are using the Ram as cover from opposing forces. Defensively and offensively this tactic is a great way to protect your forces while siege pounds away at opposing forces. The best way to combat this is with charge or flank or ambush
I think this makes a good full rough draft. Let me know what you all think of this now!
4th EDIT
Will continue to edit based on feedback
2nd Option
Upon the construction of the Rally point, all tactics will be available.
What you think?

