Hi all,
First of all I really appreciate the direction the game is heading and the purity of the game mechanics. Simple mechanics means that anyone can pick up the game and I think with a game like WoM that is a real asset. Having said that (here's the 'but') if any elements of a strategy game are too simple or can be formularized by a player then that game largely stops being a challenge and has a short shelf-life.
My fear at the moment is that the tactical battle map can be dominated by ranged units. If that is the case then there is no reason to specialise your cities into other areas or to use combined arms with your unit stacks. I love games where a player is rewarded for using combined arms because it makes you think and plan your stacks as well as your approach to problems presented on the strategy map.
In basic terms I would love the following sort of elements in the tactical battle map (written in order of preference):
* Diverse and randomised layouts based on terrain where the map elements impacted the strategy (providing cover, defence bonuses, attack bonuses, slow movement, etc). A good example of this is the game Eador and their battle map.
* I like the idea mentioned of an ammo limit.
* Cover also provided by units as well as terrain elements. So having cheap meat-shields can be used as a strategy.
* Zones of control to stop units by-passing to the rear ranks (particularly employed by spearmen/pikemen).
* Support from proximity of units (like a shield wall). A good example of this is Dungeon Bowl.
* Unit facings so that flank attacks become viable. Age of Wonders 3 does this very well.
I know that this would all change the game design too much but thought I'd put it out there.
Thanks
Das24680