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I will almost certainly need to change stats when going to WH3, so I will review feedback then when I am bringing it up to speed with WH3's units.
When squaring off against the ROR version of the Free Company, their closest contemporary, the Depth Guard Pistols definitely struggle. Both units fill the same sort of role and the ROR Free Company tends to eek out a win by sheer numbers of AP-damaging units. They are one of those cases where if you can charge them down and engage in melee, you should. Both units are melee/skirmish hybrids but DG have the armor advantage even though there are fewer of them, whereas simply skirmishing puts them at a distinct disadvantage.
If facing off against lower-tier infantry that lack AP attacks or against other skirmishers, having the Pistols charge the enemy line, opening up with a few initial salvos and taking advantage of their fear-causing nature, they can do a commendable job at breaking lesser infantry quickly or shutting down opposing skirmishers/ranged behind/within enemy lines.
Which I can't stress enough how much of a difference the un-nerf makes. Without your mod, the Vanilla Depth Guard still lack unit-type versatility, so even with the stat buff they end up getting smacked around by similar, significantly cheaper units. However, with your mod and the un-nerf mod together, the Depth Guard get that little buff they needed, as well as getting some much needed unit versatility to square off with their contemporaries.
HP: 6600 (102 per unit - up from 101)
Armor: 100 (up from 90 - Shields upgraded to silver shield)
Leadership: 65 (up from 60)
Speed: 36 (unchanged)
Melee Attack: 44-(Pistols) 49-(Shields)
Melee Defense: 33-(Pistols) 47-(Shields)
Weapon Strength (Pistols): 48 (39 dmg - 9 AP dmg)
Weapon Strength (Shields): 56 (43 dmg - 13 AP dmg)
Charge Bonus: 17
Missile Strength (Pistols): 31 (7 dmg - 18 AP dmg)
I increased the DG (Pistols) Accuracy to 50 and the Bonus Accuracy from their projectiles to 25. The idea behind this is that as Melee Attack and Weapon Strength increase for melee units, their to-hit chance increases. For missile units this is tied directly to the Accuracy stat. The Depth Guard are directly referenced as "the Blood Knights of the sea" - they're meant to be the elite of the elite as their hefty price tag suggests. The increased accuracy helps offset the lost damage potential from having such a small unit size.