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In my opinion, the crossbows were changed for no reason. They are unique and quite powerful. They fit perfectly into the balance at their level.
Even with 2-6 damage, archers remain too effective. Other level 2 ranged units still lag behind them significantly.
I don't even understand why they were touched. This clearly isn't a "no-brainer" choice.
The Rajis might be slightly weaker than the Kshatriyas, but they fit much better into a tolerable concept of mages. Perhaps, in the controlled environment of the Random Tactics Arena (RTA), a mage could be made into an attacker, making the Kshatriyas seem much stronger, but in normal games, you couldn't rely on that. Kshatriyas appeared very rarely there. In the vast majority of cases, the Rajis were chosen.
They've been buffed to the level of overpowered Wind Lords.
And they are already very strong. The buff is clearly unnecessary!
They still don't measure up to the Warriors. In my opinion, the overpowered unit should be nerfed, and the alternative should be brought up to its level.
The alternative is still much stronger. The abilities are too good.
An explosion 3 times stronger? The formula is almost like that of a Skilled Armageddon. In my opinion, the HP buff is more than enough. Well, maybe the initiative could be increased by one.
Second, demons are positioned as slow tanks. So, initiative is not an option.
With 9-13 damage, the conceptual feature of the race disappears: a large range of damage. It would be better to buff them in a different way.
In my opinion, the higher-tier units were buffed for no reason. It would be better to further reduce the power of the overpowered unit, if it remains strong after the nerf.
In my opinion, invisibility was nerfed for no reason. It didn't decide the outcome in combat, but in trickery.
In this pair, the overpowered unit is the Riders. 100% flanking attack becomes too strong, but it still doesn't surpass the ability to destroy almost any stack by reducing its defense to 0.
The Riders start dealing more damage than damage * 2 at full speed if the target has more than 20 defense. In principle, they are positioned as killers of armored stacks.
But! There is another nuance. If you designate the extreme point of the Riders' route as "passable":
0
then you get an interesting field for creativity and maneuvering:
1) You can attack adjacent targets.
2) You can attack without retaliation.
3) You don't have to run around the target for double damage - just attack.
In my opinion, this pair is balanced.
The buff is strange. It would be better to simply emphasize their more aggressive concept.
+1 initiative is a very strong buff. If it's not enough, it would be better to reduce the combat initiative of the other unit.
Another caster(( I didn't like this in Armageddon Empires either. But this is probably a matter of taste.
But yes. If you encounter them in a battle, you'll leave half the army under chain attacks.