[Marauders:]
One of the worst basic contact units I have tested. In my 1vs1 test battles, they lost against every single hylian contact unit with the exception of the town guards. They also failed spectacularly against dekku forest shrubs, kokiri minutemen, ordonian farmers, and pretty much anything I throwed at them with the exception of the kokiri detachment. The fault to their splendid 0 armor point and their small (61) numbers, of course. And things get even worse when something decides to fire at them: they drop like flies. Still, while I would have done so for pretty much any other army out there, I won’t suggest to boost their stats, because being lame at close combat is part of the gerudo spirit according to faction description (yeah, I know, it might not be formulated in those exact terms, but it pretty much amounts to that). [What I will suggest though is to make them move faster than regular infantry, because that is indeed implied by the unit description, and seems logical considering their total lack of any kind of armor and their “marauders” name.]
[Glaive Grunts:]
Not much better than the marauders. They are supposed to be an anti-cavalry unit, but they get hacked to pieces by almost every light cavalry unit in the game… Even hyrulean mounted recruits will get them eventually through successive charges, and ordonian horsemen just ride right throught them like they weren’t even here to begin with. What makes them slightly more desirable than marauders is actually their numbers (75). They can’t stop any cavalry, but they can at least be used as cannon fodder to slow down ennemy infantry or absord projectiles. They are not all that good at that either, as they have the same tendency to fall very quickly both in close combat and at range due to their lack of armor, but that’s better than nothing. Still, won’t suggest any improvement for the same reason as the marauders: loosy infantry seems to be an intended part of the gerudo playing style.
[Gerudadorfs]
31 soldiers with 10 attack, 0 armor, and 3 defense skill… Sure, they can hide anywhere, but what’s the point when, with these stats and numbers, they will get pounded into oblivion by any other unit in the game, ranged ones included, as soon as they get out of hidding ?! So, yeah, while I can very well see what they were intended to be, that just doesn’t works as things stand now. And that’s sad, because Neph has proven with the sheikahs that he knows how to create small, elite, spy-like units. Effective ones, I mean. [My suggestion would be to keep the numbers as they are, but to give each individual soldier 2 hitpoints. That way, they should be able to at least take out ranged or weakened ennemy units after leaving their hidding, but will still fall fast in prolonged combat or if taken under ennemy fire due to their lack of armor.]
[Bronze Knuckles]
If the marauder is the scrappy amongst the basic contact units out there, the bronze knukckle is the scrappy amongst the heavier contenders. Basically, the guys sacrifice their numbers and their ability to run for… 9 attack and 9 defense point per soldier. Seriously, that’s just sad. So you get 19 soldiers with 2 hitpoints, 9 attack and 9 defense. And I won’t say they are useless, because that wouldn’t be true: they actually fair reasonnably well against lower to middle tier infantries, especially when supported by a swarm of marauders or glaive grunts, and they certainly fill a niche role in the gerudo army as a heavy, shock unit. Basically, what I'm saying is that, despite them being the worst shock unit out there, the Gerudos should be glad to have a shock unit at all (if you think I’m exagerating things when I call them the worst, just compare them to the hyrulean Ironclads or the lizalfos Dams Grachs: they have better stats all around, they have more soldiers per unit, and they can even run! Seriously, the poor guys have nothing going for them.). So I don’t think I should suggest boosting those, either. Same reason as the glaive grunts and marauders. [But they should logically have the “well-armored” trait, I think. Seems like it was simply forgotten, as their big brothers the iron knuckles have it.]
[Iron Knuckles]
Their stats are a bit better than the bronze knuckles (especially those 3 hitpoints), but like I’ve already said countless times, there is no point in giving a unit better stats to make them feel “superior” if it’s only to then nullify that advantage by lowering the number of soldiers in the squad. You only get 13 soldiers in a unit of Iron Knuckles so, despite the better stats, the Bronze Knuckles actually performed better than them in most of my tests simply because they were more numerous. And that just didn’t feel right. [Would up the number of soldiers from 13 to 19, so they actually feel like an upgrade from the bronze knuckles.]
[Scouts]
Their stats are nice. They speak of an elite archer unit, able to use the terrain to it’s advantage, kill countless ennemies from afar and finish the survivors in close combats if needs be… Except, you only get 13 of those soldiers in your unit. And no matter how good the archers, in a game the scale of a total war, 13 arrows are just a joke. I tested it, making them fire side by side with Dune Archers on a single approaching unit of hyrulean infantry until it ran away. Stats of the battle: Scouts killed 6 ennemies, Dune Archers killed 47. Clear enough? While contact units can be both small and awsome thanks to their staying power (with superior armor and multiple hit points, Darknuts and Sheikah style), ranged units must have high numbers to do any serious damages (well, multiple hit projectiles aside, of course). [My suggestion is simple: keep their stats, but get rid of that extra hitpoint and up their numbers to the standard 63 archers. Also up the rupee pricing accordingly, of course. That way, we will have a reason to choose them other their lower-tiers counterparts, and the Gerudos will finally have that elite archer unit they logically deserve according to their faction description. I don’t even think that’s against the lore: even if they act as small groups when scouting ahead of the army during the march, I don’t see anything preventing them from forming larger units once the battle itself beggins. I would even go so far as to find it more logical, actually.]
[Mounted Scouts]
They suffer from the exact same design flaw as their footed counterparts. A unit of 13 shooters, no matter how good and versatile, simply don’t have much of an incidence on a total war battle. [Same suggestion: up their numbers to 63, and their price accordingly.]
[Dune Archers]
Those are nice. While perfectly useless in close combat, they do commendable damages from a distance. Not elite material, but still a very nice standard ranged unit in an army that’s supposed to rely on them to begin with. As things stand now, to me, they are amongst those few units saving the army from being utterly useless. I still have a suggestion concerning them, but it’s fluff-related. “All Gerudos that come of age are granted their first scimitar”… So, why is it that those Dune Archers always forget theirs home before going to battle? ^^’ When engaged in close combat, the poor girls try to fend of the ennemy by punching them to the face… And that just looks utterly pathetic. [Seriously. I’m not even asking to give them correct contact capabilities despite it being logicall considering the fluff, because I understand things were done that way for balance’s sake. But… Just give the models a small scimitar, or at least some kind of dagger as a side arm.]
[Mounted Dune Archers]
Same things as their footed counterparts. They are actually effective at what they do, and that’s always a pleasant thing to see in that army. [Just give the models contact weapons so they stop looking so silly when engaged in close combat… I’ve never heard of any ranged infantry going into battle without side arm.]
[Wind Witches]
Almost too good, actually, which makes them quite the exception in this roster. Despite their short range, with the horrible damages done by each individual caster, they can destroy whole regiments in a single volley. [I would bring their numbers down from 38 to something a bit more sensible, like 20-25.]
[Mounted Marauders]
They drop like flies when fighting competent infantry or when pretty much anything decides to start shooting at them, but they are good at flanking the ennemy, hunting ranged units and pursuing fleeing ennemies. A good light cavalry unit.
[Gerudo Catapult]
Good at bringing down walls, less so against infantry. Your run-off-the-mill artillery unit.
[Concerning the whole army: according to the faction description, most of the units should have a bonus when fighting in desert. They currently do not.]
[Overview:]
A good chunk of that roster ranges from lame to useless, be it by design or due to some kind of misconception. The dune archers, mounted marauders and wind witches certainly are good units, and you can actually put in action that fluid ranged style by using only them, but I can’t really praise a roster when half of its unit choices are so unappealing, now can I? So, yeah: playable roster, but quite a bit of balancing needs to be done for it to allow for more varied and enjoyable strategies.