This thread http://www.twcenter.net/forums/showt...-strategic-map makes extremely good points about the importance of light units on the strategic level. In summary, light units are essential for scouting, foraging, embarking on and defending against raids, and screening the advance of heavy units. If these traits were implemented, players would see more reason to incorporate light units into their armies rather than fielding stacks of 10 Peltestai Makedones and 9 Hetairoi. Understandably, writing the code to simulate these strategic mechanics would be difficult to implement. Thus in the meantime here are some battlefield changes that would make light units more viable on the tactical level. These suggestions attempt to reconcile historical realism/utility with gameplay balance.
As an aside, in the following points, "light units" refer to units with the Skirmish Mode ability. Thus some heavily armored units like the Leginu would be considered light infantry while some barely armored units that throw javelins before charge such as Ambaktoi would be considered heavy units.
1. Speed: Drastically increase the speed of light units and slightly decrease the speed of heavy units. Right now light units in general have too little of a speed advantage against heavy units. For example, the well-armored Hetairoi can flee from the supposedly nimble Hippoakontistai despite both originating from the same geographical area and thus owning similar mounts. True, the elite Hetairoi could probably afford the best horses compared to the poor Hippoakontistai, but that extra 50lbs surely affects the horse's speed? Realism aside, gameplay-wise increasing the speed gap between heavy and light units would make skirmishing tactics actually possible. Light units in this scenario can actually throw their payload, retreat, and throw again whereas right now they can only unleash one volley before having to retreat all the way back to friendly lines. Furthermore faster light units would allow for an entirely new feasible army composition: skirmisher armies, which have some historical basis. The armies of Leusitane and Numidia historically fielded skirmisher-heavy armies that boggled those of heavier factions, but if the player in EBII tries to replicate this, he'll be in for a hard time.
2. Stamina: No heavy units should have the "hardy" attribute. All light units should have the "very hardy" attribute. The "hardy" attribute should be reserved for exceptions such as elite medium infantry or levy light units that have poor conditioning. Again, this has a historical basis. Wearing dozens of lbs of armor will tire out even the hardiest warrior. Additionally, most skirmishers come from the peasantry who were used to back-breaking labor. It would make sense that should all they be carrying were a bundle of javelins, they would be able to sprint vast distances. Gameplay-wise this would enable skirmishers to operate larger distances while limiting heavy units to melee engagements. Even better this would encourage the use of heavy unit reserves since units tire out quicker. For example, if the player doesn't want his exhausted Hypaspitai to be chopped up by some Principes, he should pull them back and replace them with some fresh Thureophoroi.
3. Mass: Heavy infantry should have drastically increased mass. Light infantry should have even less mass. Historically, cavalry charges inflict casualties on infantry through generating fear and disorder, then either trampling them or smacking them in the head while riding past them. This would be impossible against the massed infantry formations of heavy units. Yet, in EBII, cavalry with high charge bonuses can charge straight on a well-formed line of infantry and literally fling them into the air. I've seen a unit of 160 Thureophoroi reduced to 130 men instantly from a Aswar I Mad charge, then deteriorate to 100 in the next couple of seconds as the cavalry expend its charge bonus. Increasing the mass attribute of heavy infantry would prevent this from happening. Likewise, light infantry don't suffer casualties as quickly as they should given the characteristics of a cavalry charge. Yes, a unit of akontistai would lose 50% of their men to a Hetairoi charge in 5 seconds. Yes, I'm saying it should be 80%. Light infantry have very loose formations and low morale. Plenty of room for cavalry to stampede through and very little bravery to resist them. This would have the indirect effect of increasing the value of light cavalry. Light cavalry can stifle the charge of heavy cavalry, saving their foot companions from instant death. On the topic of infantry vs infantry the extreme mass difference would allow the heavy infantry's sole advantage - melee combat - to shine. Not only will they push light infantry back with alarming speed, but the pushing will dent the enemy battle lines if they risk deploying light infantry in the frontlines.
4. Armor vs defense skill: Light infantry should have drastically increased defense skill and slightly lowered armor. Shield should be increased across the board. Consider a duel between a naked Gaul and a heavily armored Roman. The Roman knows a single stab wound would finish the Gaul. However, the Gaul knows that he is butt naked and can dodge like Mayweather. Stabbing an unencumbered foe while being weighed down by 50 lbs of armor is no easy task. At the same time though, all the freedom of movement in the world won't significantly increase your odds of breaching an armored enemy. Still, the advantage should go to the heavy infantry. If a unit of light infantry is ever forced to fight against heavy infantry, the light infantry should suffer the consequences... but the light infantry can freely retreat and throw javelins anytime it wishes.
With all these suggestions in mind, imagine how much complex the interactions between heavy and light units would be. The player could deploy some Peltenai on the frontlines, increasing his battle formation's width, but risk them being pushed back by enemy Triarii and sowing panic in surrounding units. The player could race the AI in a bid to capture a hill, sending his Peltenai first to hold off the AI's Principes. Sure, the Peltenai would suffer monstrous casualties, but they will have bought enough time for the rest of the army to secure the high ground. The player could even exploit an obscure weakness of cataphracts by making it impossible for them to retreat against light cavalry: the player could throw in some Lonchophoroi Hippeis against Skuda Azdata. Sure, the Scythian nobles will grind down the hellenes in the long run, but they cannot retreat due to the hellenes' much higher speed, buying time for the hellenes' allies to swoop in and surround the nobles. Finally, here's a scary thought: use light infantry as if they were horse archers. With their much higher speed and stamina, light infantry could run circles around heavy infantry and throw javelins into their backs.
Leusitane has entered the chat
I'm no historian so I'm most likely wrong about most of my theories regarding light units. If I am, please consider my points anyways for the sake of gameplay. Light unit warfare is an underrepresented part of most RTS games, and it would be great to experience it in the context of EBII.