Greetings everyone! Today we will explore the sweeping changes coming to game balance in the free Winter Content Update. I initially considered including a sneak peak of the new Helsatian/Westdalian factions in this dev blog as well. However, given the sheer size of the soldier rebalance change log, I feel that the sneak peak would best be released as its own dev blog on Wednesday in order to do it proper justice.
Soldier Balance Overhaul:
Melee values will be rising significantly in the WCU. This will be true for both human and goblin factions. This will serve to accommodate greater unit diversity and better reflect the differences in quality of equipment between soldier types. The rise in melee values will also give us the option of creating factions from an earlier era in future updates if there is interest.
There are a ton of changes coming to soldier balance in the WCU, but here is a quick summary:
Soldier Overhaul Summary
- Melee combat values are rising on average between 30-50%.
- Most cavalry now have significantly lower defense than attack. (RIP Armored Knight Deathball).
- Fire protection values have risen modestly.
- Fire values remain the same.
- Skirmish modifiers have been fine tuned.
If you would like to explore the specifics in depth, I have divided the change log into 3 sections. One for new soldiers, one for rebalanced human soldiers and the final section for rebalanced goblin soldiers.
New Human Soldiers:
The WCU will introduce a wide variety of new human soldiers. Among the new units will be fully plate armored shock infantry, known as Battle Masters. A more lightly armored variant of Knights, known as Retainers. High fire protection Pavise Crossbowmen, and versatile Levy Billmen, just to name a few. Last, and certainly least, there will be armed peasants for all of you who enjoy throwing away as much human life as possible!
I have included the soldier cards for several of the new types below. If you look closely, you can pick up a few hints on the elven armies as well...
Heavy Infantry
Battle Masters
- Offensive Melee: 9.
- Defensive Melee: 9.
- Fire Protection: 11.
- Skirmish Modifier: -66%.
Sergeants
- Offensive Melee: 7.
- Defensive Melee: 7.
- Fire Protection: 5.5.
- Skirmish Modifier: -40%.
Billmen
- Offensive Melee: 5.
- Defensive Melee: 6.
- Fire Protection: 3.
- Skirmish Modifier: -50%.
Light Infantry
Swordsmen
- Offensive Melee: 5.5.
- Defensive Melee: 5.5.
- Fire Protection: 5.
- Skirmish Modifier: -20%.
Peasants
- Offensive Melee: 1.
- Defensive Melee: 1.
- Fire Protection: 1.
- Skirmish Modifier: -50%.
Fire
Pavise Crossbowmen
- Fire: 2
- Offensive Melee: 2.
- Defensive Melee: 3.
- Fire Protection: 7.
- Skirmish Modifier: -15%.
- Special: Fire doubles when defending walls.
Longbowmen
- Fire: 3
- Offensive Melee: 1.5.
- Defensive Melee: 1.5.
- Fire Protection: 4.
- Skirmish Modifier: _10%.
Levy Crossbowmen
- Fire: 1.5
- Offensive Melee: 1.
- Defensive Melee: 1.
- Fire Protection: 3.
- Skirmish Modifier: -20%.
- Special: Fire doubles when defending walls.
Heavy Cavalry
Retainers
- Offensive Melee: 10.
- Defensive Melee: 7.
- Fire Protection: 6.
- Skirmish Modifier: -30%.
Light Cavalry
Hobelars
- Offensive Melee: 6.
- Defensive Melee: 5.
- Fire Protection: 4.
- Skirmish Modifier: +15%.
- Special: Reconnaissance specialist, 2 hex Line of Sight.
Sarmo Outriders
- Fire: 3
- Offensive Melee: 4.
- Defensive Melee: 4.
- Fire Protection: 6.
- Skirmish Modifier: +30%.
- Special: Reconnaissance specialist, 2 hex Line of Sight.
Rebalanced Human Soldiers:
The human factions have largely maintained their individual superiority over their goblin opponents. But there are several important changes to note that will significantly alter game balance.
First, the defense of human heavy cavalry is now noticeably lower than their offense. This will level the playing field somewhat when human commanders mass large numbers of armored knights, by making them far more susceptible to counter attack. Especially when fighting in forests or other rough terrain.
Second, human specialist light infantry, such as Rangers, Jagers and Foresters, are comparatively weaker in normal field battles than they used to be. However, they still enjoy sizable bonuses in skirmish combat.
Third, the skirmish modifiers of most human soldiers are even more abysmal than they already were.
Heavy Infantry
Men At Arms
- Offensive Melee raised from 4 to 8.
- Defensive Melee raised from 4 to 8.
- Fire Protection raised from 4 to 6.5.
- Skirmish Modifier lowered from -40% to -50%.
Grenzers
- Offensive Melee raised from 3 to 6.
- Defensive Melee raised from 5 to 9.
- Fire Protection raised from 2 to 4.
- Skirmish Modifier lowered from -50% to -60%.
Light Infantry
Rangers/Jagers
- Offensive Melee raised from 4 to 6.
- Defensive Melee raised from 4 to 6.
- Skirmish Modifier raised from +20% to +34%.
Foresters
- Offensive Melee raised from 2 to 4.
- Defensive Melee raised from 2 to 3.
- Skirmish Modifier lowered from +50% to +30%.
Town Watch
- Offensive Melee raised from 2 to 5.
- Defensive Melee raised from 2 to 5.
- Fire Protection raised from 3 to 5.
- Skirmish Modifier lowered from -30% to -60%.
Levy Spears
- Offensive Melee raised from 1 to 2.
- Defensive Melee raised from 1 to 3.
- Fire Protection raised from 2 to 3.
- Skirmish Modifier lowered from -30% to -75%.
Fire
Archers
- Fire lowered from 3 to 2.5.
- Offensive Melee raised from 1 to 1.5.
- Defensive Melee raised from 1 to 1.5.
- Fire Protection raised from 2 to 4.
Heavy Cavalry
Heavy Knights
- Offensive Melee raised from 9 to 14.
- Defensive Melee raised from 8 to 11
- Fire Protection raised from 10 to 12.5.
- Skirmish Modifier lowered from -50% to -60%.
Knights
- Offensive Melee raised from 7 to 12.
- Defensive Melee raised from 6 to 8
- Fire Protection raised from 6 to 8.
- Skirmish Modifier lowered from -40% to -50%.
Light Cavalry
Levy Horse
- Offensive Melee raised from 2 to 4.
- Defensive Melee raised from 1 to 2.
Rebalanced Goblin Soldiers
The WCU focuses primarily on the human factions, but Goblin balance has changed in several subtle ways as well. Combat and fire protection values have risen across the board for goblin soldiers - excluding their most basic types. And standard goblin lancers are comparatively slightly less dangerous than they used to be.
Heavy Infantry
Bloodsworn
- Offensive Melee raised from 3 to 7.
- Defensive Melee raised from 4 to 7.
- Fire Protection raised from 4 to 5.5.
- Skirmish Modifier lowered from -20% to -30%.
Proven Spears
- Offensive Melee raised from 2 to 5.
- Defensive Melee raised from 3 to 7.
- Fire Protection raised from 3 to 4.5.
- Skirmish Modifier lowered from -20% to -25%.
Hobgoblin Axelords
- Offensive Melee raised from 5 to 10.
- Defensive Melee raised from 4 to 7.
- Fire Protection raised from 4 to 5.
Hobgoblins
- Offensive Melee raised from 4 to 8.
- Defensive Melee raised from 4 to 8.
- Fire Protection raised from 3 to 6.
- Skirmish Modifier raised from -30% to -37%.
Battle Trolls
- Offensive Melee raised from 15 to 21.
- Defensive Melee raised from 15 to 21.
Trolls
- Offensive Melee raised from 11 to 17.
- Defensive Melee raised from 11 to 17.
Light Infantry
Shield Bearers
- Offensive Melee raised from 3 to 6.
- Defensive Melee raised from 3 to 6.
- Fire Protection raised from 2 to 4.5.
- Skirmish Modifier lowered from -25% to -33%.
Butchers
- Offensive Melee raised from 3 to 8.
- Defensive Melee raised from 1 to 2.
- Fire Protection raised from 1 to 1.5.
- Skirmish Modifier raised from +13% to +17%.
Cleavers
- Offensive Melee raised from 2.5 to 6.
- Defensive Melee raised from 1.5 to 4.
- Fire Protection raised from 2 to 3.5.
Warriors
- Offensive Melee raised from 2 to 5.
- Defensive Melee raised from 2 to 5.
- Fire Protection raised from 2 to 4.
Spears
- Offensive Melee raised from 1 to 2.
- Defensive Melee raised from 2 to 3.
- Fire Protection raised from 1 to 1.5.
- Skirmish Modifier raised from -20% to -15%.
Younglings
- Offensive Melee raised from 1 to 2.
- Defensive Melee raised from 1 to 2.
- Fire Protection raised from 1 to 1.5.
- Skirmish Modifier lowered from +10% to +0%.
Fire
Bows
- Offensive Melee raised from 1 to 2.
- Defensive Melee raised from 1 to 2.
- Fire Protection raised from 2 to 3.
- Skirmish Modifier raised from +10% to +15%.
Slingers
- Skirmish Modifier raised from +10% to +15%.
Skirmishers
- Offensive Melee raised from 1.5 to 3.
- Defensive Melee raised from 1.5 to 3.
- Skirmish Modifier raised from +20% to +33%.
Light Cavalry
Wolf Lords
- Offensive Melee raised from 6 to 11.
- Defensive Melee raised from 6 to 8.
Wolf Marauders
- Offensive Melee raised from 6 to 9.
- Defensive Melee raised from 5 to 7.
Wolf Prowlers
- Offensive Melee raised from 3 to 6.
- Defensive Melee raised from 3 to 6.
- Fire Protection raised from 3 to 5.
Wolf Lancers
- Offensive Melee raised from 4 to 7.
- Defensive Melee raised from 2 to 3.5.
- Fire Protection raised from 1 to 1.5.
- Skirmish Modifier lowered from +10% to +0%.
Wolf Raiders
- Offensive Melee raised from 4 to 7.
- Defensive Melee raised from 2 to 3.5.
- Skirmish Modifier lowered from +20% to +10%.
Wolf Stalkers
- Offensive Melee raised from 2 to 3.
- Defensive Melee raised from 2 to 3.
- Skirmish Modifier lowered from +20% to +10%.
Wolf Scouts
- Offensive Melee raised from 1 to 3.
- Defensive Melee raised from 1 to 2.
Tying it all together
This gargantuan change log should give you a general idea of just how extensive the tweaks to game balance coming in the WCU really are. On Wednesday we will take a look at the new human unit rosters in great detail so you can see just how massive these changes are in practice.
Until then, let me know if there are any questions in the comments below!
