Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
was designed to break a unit first charge, despite killing relatively minimal kills compared to prolonged melee. Also, while I absolutely agree "all" units should stick around till they're down to about 30% or so troops. The way it's done now though, means elite troops lose to vastly inferior troops, simply by fact of numbers. Charging and combat need to be balanced out a bit more so that Elite troops are a viable option over inferior troops, and shock troops regain their uses.
Edit: I changed my mind, I was thinking about how warhammer plays out moral and combat,
units take break tests to flee if they only lose 30% of their regiment in a single combat turn. So for a total war game, if your unit is losing men 3x faster, they should flee, instead of sticking around to the last 30% men. On the other hand, maybe all units should rally sooner, instead of running all the way off the battlefield.