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3. Witch Hunter, i am still fiddling around the stats with these guys because they have 15 models count, kinda hard to do the math, but yeah, they need a nerf, maybe not too much since only 2 of them available
In general, pretty much i still keep these guys pratically stronger and unique comparing to the other units since they can only be recruited at certain provinces, and their price tags are ridiculous as well, they also dont receive much buffs from builldings or tech as well as general skills, so it kinda make sense to keep them strong in a big campaign scale.
thank you very much for your feedback
1. The Nuln Ironside definitely need nerf, i declared war on Wissenland and get destroyed by these guys
2. Knights Panther: Yeah i will change their name, having 2 Knight Panthers are somewhat annoying too, but because my unit can only be recruited at special building and the one available in Middenland is Knight Panther Chapter house so i may chang their name to "Elite Knight Panther", kinda make sense because they are stronger and only 4 of them can be recruited in the whole campaign.
Here some balancing suggestions:
Templar Witch Hunters shouldn't be that Strong in Melee as they are much better than the Witch Hunter Retinue in SFO. They should be a swift unit with middle range (90 perhaps) which you can move around quickly and attack from behind thanks to their sneak ability.
The Elite Nuln Ironsides should also only be 60 men per unit like normal Nuln Ironsides or even 45 but with increased stats (Health) and maybe less missile damage but increased bonus against large enemies.
Knights Panther are already in SFO integrated so it's a bit weird so maybe making a new cavalry unit with support abilites and magic attacks?
What i want to say is that you need to make unique units with certain rolls which can't (or hardly) be expelled from the roster or have unique advantages.