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#976
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"AstralLein"
What about Tany/Einherjar/Turs?
Two new names at once? Not sure.
I don't like the abstract Turs in the alternate version; I've already explained why – it looks more like a General name for the branch, like Giants, and therefore it makes the most sense in the base game.
Ideally, the bear is stronger than the wolf and should be higher level...
Maybe we should remove the bears?
I was talking about 7 Heroes, but there are no problems with this in WGE. Wolves are a weak Tier 2 unit, bears are a strong Tier 4 unit, almost like Knights, although Riders are also included. In melee combat, if the Knight doesn't have a charge bonus, 1 bear will tear a Knight apart, if not two. And in general, even with a charge bonus, a Knight can lose 1v1, because bears are a heavy class, which effectively counters the charge bonus.

Knights/Griffins: 6 to 1 against a dragon.
Bears: 8 to 1 (if without Riders, it would be 10 to 1).
Tigers/Lions (if they existed): 12-15 to 1; in the game, Cerberuses are closest to them in terms of weight category (14 to 1).
Wolves: 30 to 1 (before reinforcements are summoned) and 45 to 1 if looking individually.

Lancers (elite heavy infantry): 15 to 1. This is practically the limit for human infantry; there's nothing more elite (we don't have Landsknechts, and even if we did, they wouldn't be stronger than Lancers).
Crossbowmen: 24 to 1.
Militia: 40 to 1 (upgraded) and 60 to 1 (base, individually, after reinforcements are summoned). The models are not "puffy" but more combat-oriented (closer to spearmen/halberdiers from Heroes 3).
Standard peasants (if they existed): somewhere around 100 to 1.
I completely agree about the Cyclops. Such a giant would simply crush a slender and elegant Twilight Dragon.
Currently, there is equality between Cyclops and Dragons, but 1v1, the Cyclops is significantly stronger, because in WGE, all other things being equal, infantry is always stronger than flyers in terms of raw strength (i.e., infantry has a class advantage in power, flyers have an advantage in speed, and archers have an advantage in ranged damage).
In the original game, the developers didn't care about infantry; they leveled everyone's power (initiative * damage * survivability), regardless of speed (which wasn't even taken into account in the Power calculation).

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