[Balance][FE:LH][0.5] Tactical Battle Unit Placement

I would like to preface this by saying that the changes to champions and leveling are great fun, and I definitely prefer them over standard FE systems. Also adding necromancy stuff totally gets you into my pants.

 

Now on the the issue:

There are some staves in game that provide bonuses to spell casters, this was not an issue in FE, but in LH it's a problem if you've built your sovereign or champion solely for magic. The problem arises from the new tactical combat system for initial unit placement, which I actually really like if not for this gripe.

Since a staff is a melee weapon, it puts the character that I'm intending to use magic with (and in some cases is not equipped for front line combat) right into the front line. This is more of an issue later in the game when you're up against tougher monsters, but it is annoying early on as well.

 

12,335 views 3 replies
Reply #1 Top

I have also frequently had one hero start alone on the far side of an obstruction while the another hero and the rest of the army are on the near side. The lonely hero is often faced with half the enemy forces. Seems to me this needs a little work.

Reply #2 Top

the best thing they could do is turn spell casting staves into ranged weapons.

Reply #3 Top
Yes, nichganz has a great idea, and so simple to code. Just make all magical staves [that are intended for use by dedicated spell-casters] into ranged weapons. Some staves have a magic affect but seem suited for melee combat, and rightly belong in the front line, [magic enhanced tanks].