Here is some of what is under consideration for the next release, all obviously in draft form, just ideas.
Main thing - see if you think anything is too overpowered or on the other hand is useless. Or if anything doesn't add to the game.
Surprise Charge Tactic. Add a charge phase as 1st, skip LRM, SRM 50%. Requires Marshal and Riders. Enemy has no early charge phase. If early charge phase, then no regular charge phase. Thwarted by enemy Warlord, becomes standard attack.
Sustained Missile Barrage. By maneuver, there is a second SRM phase. Must have Elite kingdom named brigade. Thwarted by Frontal Assault or Surprise Charge – becomes Standard Attack.
Encircle. Requires Flanking ability and 4 Veteran brigades that can provide flanking (Trait, Flying, companions that allow flanking like Centaurs. Not vs. Flying group (Flying cannot be Encircled) Retreat is as Determined Attack, if opponent retreats it is Destroyed.
P5 and up Wizards survive as Patrols if in group destroyed and they survived the battle itself. As Leader with Armor. BTW, Armor only effects the highest leader, not all leaders and wizards. Call ability Sixth Sense.
Increase Brigade / Company types allowed to 15.
Brigades cannot have attrition greater than 60% (destroyed).
Mercenary Cavalry. Can Flank. Big in Charge Phase and melee, some SRM. Expensive, can be recruited in plains town or city by Commander+.
Horse Archers. Inflict 5% additional damage in enemy retreat for each brigade. Provide Flanking.
Longbowmen. Elvish like LRM, also short sword and buckler. Only recruit in a controlled region’s forest town or city.
Scouts. Grants Acuity to the group as in the trait – cannot be surprised, becomes Entrenched.
Engineers. When at controlled PC, can create a brigade of Catapults, Green (one per turn, at cost). When defending at Tactic 2 or above, can deploy caltrips – enemy charge phase reduced 33%. A second engineer can produce an additional catapult brigade. 2 per turn is max. Catapults not quite as good as War Machines. If retreat, War Machines and Catapults are 50% destroyed, 50% captured. War Machines and Catapults reduce group movement points by 2.
Guards. Provide L4 counter espionage for the group. Multiple Guard units do not stack.
War Dogs. Detect Hidden/Ambushing and give Shimmering result for Invisible. Requires Empathy trait = Elves, Dark Elves, Druid, Halfling, Cimmerians, Amazons, Atlantians.
Trojan Horse. Requires Cunning trait, Warlord, and Elite kingdom brigade. Reduces PC defense by 50%. Thwarted by PC controlled by kingdom with Cunning or Acuity or by a group of the PC kingdom in the area. Becomes standard attack.
Main thing - see if you think anything is too overpowered or on the other hand is useless. Or if anything doesn't add to the game.
Surprise Charge Tactic. Add a charge phase as 1st, skip LRM, SRM 50%. Requires Marshal and Riders. Enemy has no early charge phase. If early charge phase, then no regular charge phase. Thwarted by enemy Warlord, becomes standard attack.
Sustained Missile Barrage. By maneuver, there is a second SRM phase. Must have Elite kingdom named brigade. Thwarted by Frontal Assault or Surprise Charge – becomes Standard Attack.
Encircle. Requires Flanking ability and 4 Veteran brigades that can provide flanking (Trait, Flying, companions that allow flanking like Centaurs. Not vs. Flying group (Flying cannot be Encircled) Retreat is as Determined Attack, if opponent retreats it is Destroyed.
P5 and up Wizards survive as Patrols if in group destroyed and they survived the battle itself. As Leader with Armor. BTW, Armor only effects the highest leader, not all leaders and wizards. Call ability Sixth Sense.
Increase Brigade / Company types allowed to 15.
Brigades cannot have attrition greater than 60% (destroyed).
Mercenary Cavalry. Can Flank. Big in Charge Phase and melee, some SRM. Expensive, can be recruited in plains town or city by Commander+.
Horse Archers. Inflict 5% additional damage in enemy retreat for each brigade. Provide Flanking.
Longbowmen. Elvish like LRM, also short sword and buckler. Only recruit in a controlled region’s forest town or city.
Scouts. Grants Acuity to the group as in the trait – cannot be surprised, becomes Entrenched.
Engineers. When at controlled PC, can create a brigade of Catapults, Green (one per turn, at cost). When defending at Tactic 2 or above, can deploy caltrips – enemy charge phase reduced 33%. A second engineer can produce an additional catapult brigade. 2 per turn is max. Catapults not quite as good as War Machines. If retreat, War Machines and Catapults are 50% destroyed, 50% captured. War Machines and Catapults reduce group movement points by 2.
Guards. Provide L4 counter espionage for the group. Multiple Guard units do not stack.
War Dogs. Detect Hidden/Ambushing and give Shimmering result for Invisible. Requires Empathy trait = Elves, Dark Elves, Druid, Halfling, Cimmerians, Amazons, Atlantians.
Trojan Horse. Requires Cunning trait, Warlord, and Elite kingdom brigade. Reduces PC defense by 50%. Thwarted by PC controlled by kingdom with Cunning or Acuity or by a group of the PC kingdom in the area. Becomes standard attack.