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Heroes 5.5 WarGame Edition - Tactical Edition.

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When morale triggers for high-initiative units, it can be even worse in terms of randomness.
Morale is most effective for low-initiative units due to the greater time offset. But it triggers more often for high-initiative units, and it's harder to counter. At least, WGE is balanced in this way: low-initiative units have a significantly stronger, but rarer, turn, and therefore morale is more dangerous.

Personally, I can anticipate morale triggers and counter them without much trouble. I have almost a full turn in reserve to eliminate the threat. You can't do that with luck.
You could try to do something about this in a first approximation: give some kind of counter to the opponent's sudden luck trigger or to the lack of luck for yourself.
How? Not engage in active combat with the enemy's troops when all of their troops have minimal positive luck? Retreat into a defensive position, prolonging the battle and minimizing the chances of defeat due to luck triggering? That's not an option.
but if you pay attention to this in a zero approximation, you can lose a lot in terms of the basic interest in the game.
That's the problem: 100% luck can kill interest in tactics. This is not balance for the sake of balance, but balance directly related to gameplay and the perception of the battle itself.

If a battle is a game of roulette for the player, then it's one thing. If it's tactical chess, then it's another. If WGE were positioned as roulette with elements of a wargame, that would be one thing. But the mod is positioned as a wargame with elements of randomness. That is, tactics are primary here, and randomness is used for variety and to complicate calculations (in particular, the damage ranges for creatures have been expanded; but unlike luck, they are large only for some units, not the entire army).

I like the option with 100% luck, as it works perfectly as a parameter without requiring additional bonuses. But as unlimited randomness in a tactical battle, I am very wary of such luck; this is the contradiction. Here, you have to choose between two evils. Tactics or a parameter. Or try to reconcile 100% luck with tactics. How - it's not clear yet. Reducing damage is not an option, as it prolongs battles and spoils the dynamics. In King's Bounty, critical hits work normally (they are approximately doubled), but the battles are twice as slow (the damage is weak), which is acceptable for a single-player game.

Added 20 minutes ago
Regarding 50% luck, I won't say that it's a useless parameter. Its effect is hardly noticeable (it falls within the damage range), but it does exist. Positive 50% luck plays not much weaker than positive morale, in terms of objective results. I tested both sides quite evenly (luck against morale), from which I even concluded at one time that 50% luck is approximately equal to morale (when comparing positive values).
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