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Heroes 5.5 WarGame Edition - Tactical Edition.

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Nargott
5 remaining bases are not a problem at all; there are usually enough of them.
The point is that it's not 5, but 4. Because 2 are class-specific. One is purely class-specific, and the other is a class-specific skill for all races.
Nargott
The problem is that I don't see any benefit to such a change, other than simply creating an additional class distinction. I see this as multiplying entities unnecessarily. It would be different if it had some fundamental strategic interest.
There is a difference. One class allows you to strengthen your own troops, while the second class allows you to gain additional troops with some new features. At the same time, you can naturally introduce perks in the general skills that will be available to one class and not to another. And all this within the framework of one race.
And, of course, the stats are also different.
Nargott
I don't like it either. But such a solution is close to simply cutting off the skills of the "General" in essence, because only 8-9 skills remain instead of 12 for the reduced Orc. It would be better to make the "General" skills useful by adding combat effects to them, so that the other races would envy the Orcs, and not the other way around.
But why "cut them off"?
You can give magic to the Orc (suddenly). And there are such tasty things in it as Seals and Weaknesses, for example. That is, in total, "Darkness Suppression" (as a perk) + a couple of Darkness perks + Darkness itself with a Seal and Weakness can completely crush the opponent's Darkness.
Well, and, as far as I remember, the Orc is still deprived in terms of "Weakening Blow," because the effectiveness of "Feeble" on attack depends on the level of Darkness, and the Orc cannot take Darkness.
But this is just a side note... I'm still thinking about it...