I dislike that this ability applies a stacking penalty - at present, the maximum cutting defense available comes from Masterwork Chain (52 defense) if you have it, or Champion Plate (37 defense) if you don't. Plate and regular chain are equivalent, at 32 defense against cutting attacks. This means that if I keep a couple groups of 9 axemen in my army, I can almost completely negate the defense of any unit relatively quickly, even if they have the best armor available.
well 4 attacks doesnt look quick to me
magic for example would take less to just kill that guy
ofc balance is complicated here, also in proportion between champions and troops
Moreover, since the value of any kind of Plate armor is doubled against blunt attacks, how would this affect the armor's performance versus blunt weapons? Does the penalty apply only to the base value? Does it apply to the value of the armor vs cutting and continue until the value vs cutting is zero? Does it apply to -1 to base defense and -1 to defense versus whatever the armor is good against?
ofc you hit the armor, whatever it is, so you reduce it all
tbh im not sure about negative def
How does this apply to trained units? If I have a group of 9 axemen attacking attacking a group of 6 spearmen equipped with leather (no shield, so total 8 defense) is the affect that each spearman loses 1.5 armor? Does the top guy in the stack lose 8 armor and the next guy down lose 1? Resoln cannot natively produce armor better than leather - is it reasonable to add a mechanic which virtually destroys the little armor they get, accessible at about the same time that they can get that armor?
resoln is supposed to be a magic faction
they shoudl fight with magic and summoned creatures etc
anyway i supposed the value of sunder need to be balanced
like first axe giving a minimum amount so its good against leather but way less good against plate etc and later tier of axe give better stuff
I do agree that Backswing needs some work, but I would rather see axes get a chance of making a second attack (regardless of whether it hit or missed) or apply a non-stacking initiative penalty to the unit rather than a stacking armor penalty, especially since damage calculations for trained units are done on a per-figure basis.
it surely is more easy to balance like you propose but its also less cool 