Great job on the units and textures, loaded up as every faction in the Vandals campaign and looked over the units they had at start, looking forward to playing them all.
Playing as the Mauri in Vandals campaign just had a few questions...
On turn 2 the Romans completed their domination? I guess that does not really matter... I kept playing regardless.
The main question I had is if all the javelins are as useless as the Mauri's? Fought 3 battles so far after building up to 50,000 gold and all the structures Mauri can currently build. 2 vs Vandals, and 1 vs Brigands.
The Ihaggern- light cavalry javelins- were able to kill 20 of 250 Gemutan-light infantry javelins with light/\ medium armor) brigands with their entire javelin amount throwing down from on top a hill. So repeated charges eventually worked against the rebel brigands and I moved on thinking it was just bad luck.
Fought a small battle against a single enemy general in a city and got lucky, the general must have ran into a spear or something because he died in about first 30 seconds and the rest routed to be slaughtered with nearly 0 losses.
Then going to capture Tingis was able to completely surround the central square from 4 sides without fighting the AI and 17 javelin units used all their javelins on some Vandal heavy infantry and 1 general. The general charged out and killed about 150 men but was then killed and his bodyguard also died. The Vandal heavy infantry advanced to their front and killed/routed 2 Mauri units but took 1 missile loss only from 15 units- 10 light infantry missile att 5 and 5 cavalry missile att 7) firing their complete supply of ammunition into their rear. At least as best I could tell hovering mouse over the Vandals units after each javelin launch even if a bit more than 1 it was definitely less than 5.
Now I think that typically most TW games make missiles kills too easy and most mods follow suit. I agree skirmishers should have problems penetrating heavy armor, especially slings and arrows. However with at least 4 javelin units each side and rear for 2 units to take only 1 loss after however many attempts it takes to exhaust ammunition seems extreme. Why even bother to put javelins in then? The AI will completely waste its skirmishers units trying to get javelin kills and being run over by charges.
The Vandal heavy infantry eventually won the battle but were down to less than 40 men left and I did not want to get my generals killed so retreated to try again next turn with reinforcements. I can see 500 heavy infantry killing 2000+ mostly light infantry in close combat pretty easily but having something like at least 80 javelin throw attempts kill 1-5 men seems a bit too far in the other direction of making missiles irrelevant. I hope the composite bows of the Huns do way more damage than that. Will load up as Romans next and see how their battles go.
If it could be more that a heavy infantry unit takes 7.5% losses from a full skirmisher unit firing its complete supply of javelins from the front and 15% loss from the rear which would be 18 men out of 250 for frontal and 37 men from rear. That still leaves the fighting power of the heavy infantry intact but does give some use for skirmishers. As it stands most skirmishers would seem to be useless and just recruiting a core of heavy infantry and a few cavalry are all that is necessary. Even the light infantry only taking 20 losses from javelins thrown downhill seems a bit weird, a few more losses than the heavy infantry but assaulting up a hill vs cavalry throwing on a downward charge repeatedly only killing 12.5% of 250? 100 cavalry throwing 4 spears each means that is 5% kill rate. That seems a bit low in almost optimal position. Only thing could have been slightly better is if the light infantry were backing up the hill, but still- this is light infantry not heavy infantry.