@UmbralAngel Well I wasn't suggesting you remove the actual techs, so it's not watering anything down - it'll be the current system with an extra element added on. And yeah, if there are big super techs spread throughout as you suggest, again, fine - the idea I was suggesting was something on top of the usual tech tree structure. Something that adds a bit of a sting or a bit of a bonus just by playing your faction a certain way - without necessarily re
leowen
Well, as mentioned, Blind seems a good counter to Maul, if you've got it. Poison/shoot-and-kite works ok if you have the patience. Maybe add some more counters? Mostly, I just stay the hell away from bears... Couldn't Maul just have a maximum number of hits? Like 4? That's still a lot of hits, right? I won't be crying into my coffee if I get 4 hits in a row on someone, but it removes those outliers where your hero goes from full HP
Simple thing to do (but maybe 'orrible to balance) would be give some general buff to each faction for having X points total in a particular tech tree. So if you're Umber (and why WOULDN'T you be?) your troops would get +1 attack per 4 techs unlocked in Warfare. Ha, and maybe lose 0.5 attack per tech unlocked in Civilisation. That sort of thing - only balanced. Probably easier to balance with quite weak effects,
"That is, unless... you have... or you know someone... who has won a large game with many opponents, by going war or magic trees for the whole beginning of the game. FE will punish you really hard for this and you won't be able to win." My Trogs did just that. Fast spearmen, straight for the jugular - hey, thanks for settling all those cities for me Tarth and ...er... Yellow guy. My army rolled a bunch of monsters on the way, had levels under their belts, and