Quote:
Ironhawk said:
At the very least, the "heavy" versions of all the ulm infantry need to be the same speed. [Heavy Axe, Flail, Hammer, Maul, Morningstar, and Pike] That way you can mix and match units into your ultra-heavy infantry blocks, since they are basically all you ever use anyway. It would be like a modular army. Want some more attacks in your squad? Add in some Heavy Flail. Need to bring down a heavily armed target? Add in some Heavy Maul.
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Speaking of which, I think making Mauls 5ap damage was too much... Barbarians and Maul-using Ulmians became immensely powerful in this mod. I'm considering a change to 4ap or even 3ap, which still allows Barbarians and Ulmians to damage protection 30+ targets regularly (at the price of -1 defense and no shield) and possibly increasing the rcost and attack or defense penalty.
On the other hand, it did finally make mauls useful
