saadht yeah long range is OP, that's how it's always been. That's why you see massive armies of LR units, and why I was thinking of going 100% archer - attempt.to totally knock out enemies in LR lol
That's also why in other threads when I was testing options for reducing battle casualties I made long range the weakest at causing casualities, with mid range at moderate casualties, and melee ar highest casualties.
My idea was to make battle more realistic while also reducing overall casualties = make battle more friendly / less costly.
I staged casualties to cap per each battle phase, with long range at 15% = this is to replicate a sort of "volleys of arrows to thin enemy ranks", followed by mid range cap at 25% to simulate "skirmish" where the battle is getting heated up and more casualties happen. Then finally Melee casualties capped at 40% to simulate the brutal rate of death for close quarters combat... With the caps in place I was getting pretty decent losses 30-40%, no zeroed out conditions.
But anyways, my idea was shelved due to unpopular demand š