So, I know that we are looking at balancing and redoing the combat system. The hard mechanics are not of interest to me at this point. other people who are better with numbers are working out the nuts and bolts as we speak.
The thing that bothers me is how really generic all the units seem to be in design and practice. I (like many others) think that the unit design needs a pretty dramatic overhaul, and the following are some things that I would really like to see. I think that they would add dramatically to the tactical combat.
General Combat
Movement: First off, the number of models who are capable of moving two or more spaces is way too high. Having the capacity to move more than one space should be a clear advantage, and should generally come with a cost.
Actions: I like that there are multiple actions for every unit, but I am not entirely behind the wild variation of action points between various models, nor am I all that thrilled about how those action points are spent. Units getting more than one attack after moving should be INCREDIBLY rare, if even possible. Casting spells ought to be an <ALL> action, as should firing ranged weapons.
Attacks: There are pros and cons to having an "i go, you go" combat. Unfortunately, as combat currently is laid out, it is much less of a benefit from a tactical decision-making point of view. You bait the enemy so they are out of movement, then beat them loud. As many people have said, armor is of little importance because the attacker goes first. Both sides should attack largely at the same time. This adds danger to all military actions, and allows for benefits of the unit creation system that I am about to propose.
Unit Equipment
This is where the bulk of my issue with the system as it currently stands is. There are CLEAR best options at all levels, and absolutely no real benefit to making any other decision. In addition to the numerical superiority of one of three "just researched" choices, the current state of combat leaves all these choices to basically be "melee" or "ranged". Equipment needs to have the ability to bestow abilities, or unlock the capacity for training abilities.
My Suggestions
First off, normal units need access to "special" abilities like some of the magical units in the game currently have. They add flavor and variety to the models, as well as some real genuine choices when it comes to deciding what to field and why. I suggest that all equipment have additional effects beyond just "+5 Damage, +3 Armor". Suggestions are as follows...
WEAPONS:
Cudgel: Basic melee weapon. you get it free unless they are equipped with something else.
Sword: Basic Melee Weapon. High Damage, Access to train "first strike" or other speed-related skills.
Hammer:Moderate Damage, Small amount of ignore armor, ability to train strength-related skills.
Spear: Moderate Damage, bestows "First strike" upon the user, no additional ability to train skills.
Staves: Moderate-low damage, bonus to Defense (like armor), ability to train defensive skills.
Bows: Pretty much good as is, perhaps better differentiation between short and long. No skill access.
Thrown Weapon: Available instead of shield. Gives a light damage "first strike" attack once per combat round.
ARMOR: Largely ok, but I'd like to see heavy armor have a hard cap on movement speed, and give access to different skills.
Padded Armor Light defense, cheap.
Leather Armor Moderate Defense.
Light Armor Moderate-Heavy defense, maximum 2 movement (3 with horse), access to some defense-related skills.
Heavy Armor Heavy Defense, maximum 1 movement (2 with horse), access to defense related skills.
Shields (all sizes) additional Defense, 5%/10%/15% chance to ignore non-magical missile attacks due to shield cover.
Elementium Armor Heavy Defense, 2/3 Movement Maximum (best of both worlds).
EQUIPMENT: This should be used largely to add in-combat "actions" (like the unit spells currently), or to bestow skills to units.
Ranger Gear All moves in world map for units in a stack with the bearer are .5 "moves" per tile regardless of terrain.
Healer's Kit Allows small world-map regen for all units in the stack, and a one-shot "triage" ability which acts as a heal every combat.
Poison Gives models additional damage, ignores armor, does light damage over time, stacks with repeated hits. Can impact diplomatic relations if a leader uses it on too many units.
Scout Pack +1 Mv, +1 Sight
Horses/Wargs +1 Mv, access to train a few skills such as "Charge", and "Withdraw".
Other Ideas this is where you would have magic defense items, and other such sundry for putting on your rank-n-file units.
Skills: This is where the bulk of my idea comes in. We already have a way tr train combat experience into units. I suggest replacing that with the ability to include one or more skills on a unit (one to four under current setup). This is where you would really have the ability to tailor your units to the feel of your sovereign and your play style. Examples include, but are not limited to;
Accuracy +% chance to hit. This should go up with unit levelling anyhow. Additional selection stacks.
Ferocious Strike % chance to double damage from a melee hit.
Flanking Unit trained to work together. A unit with Flanking gains a bonus to hit and damage when fighting enemies who are in contact with at least one other friendly unit.
Stalwart Defense Skill, unit takes a % less damage from all non-magical hits.
First Strike Unit attacks and deals damage before opponent.
Pathfinder Unit moves across all terrain with a cost of 1 Mv per tile.
Flurry Unit may attack once extra per turn, if it did not move.
Charge This mounted unit may move its full movement and get one attack against an enemy with no counter-attack.
Impossible Defense If this unit did not move during it's previous action, it gains <insert value here> bonus to defend.
These are just a few of the possibilities.