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Stats can be adjusted; this is just a prototype. I needed to get feedback on the abilities of the creatures and whether they make sense.
As for option 4, none of the units should be worse than the others, as that is the main goal: to eliminate inequality and situational dependence.
Archers receive consistent, accurate damage, which is approximately 60% of the possible damage of crossbowmen. If you like to take risks, choose crossbowmen; if you want stability, archers are your choice; neither is superior to the other.
Changes can be introduced in many ways; I choose the most rational one.
Perhaps your criticism is sometimes justified, but you are too fanatically defending your position, which creates the impression that you simply want to "force" your opinion (and, by the way, I observe this not only in your thread).
The fastest is not always the most correct. Other people's experience has a certain value, but I am following my own path...
Added 4 minutes ago
Just in case, I will post a few more suggested options.
Option #5
Crossbowmen retain their original characteristics and abilities, but the range of the "Precise Shot" ability is increased to 6 cells.
Option #6
A complete analogue of the second option, only now the piercing shot does not damage friendly creatures.
Option #7
Crossbowmen receive 12 initiative; the other characteristics are no different from the original.
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When comparing direct hit and armor piercing, it is convenient to use the following model:
- ranged damage is divided into melee and ranged in a 1:3 ratio (i.e., regular archers deal 1 + 3/2 = 2.5 damage, direct hit archers 1 + 3 = 4, 1.6 times stronger)
- armor piercing 6 doubles melee damage, armor piercing 4 works twice as often (+50% melee damage), armor piercing 3 works 4 times less often (+25% melee damage)
Thus, we get: with armor piercing 6: 2 + 3/2 = 3.5 against 1 + 3 = 4, a slight advantage for archers (and there is also +1 attack on top), hence the suggestion to increase initiative to 9.
In schemes where it is proposed to compensate for the direct hit with increased damage, it is also necessary to take into account that this also increases melee damage (therefore, an increase in total damage by 1.5 times already fully compensates for the direct hit). Taking into account the old armor piercing of 3, we will get approximately equality when increasing the damage by 1.4 times: from 2-8 to 6-8 (which is a lot, but on par with the overpowered alt).
Option 6: friendly creatures will not suffer, only if they are near the archers; moreover, this protection also extends to enemy shots from the same unit, i.e., it looks very strange.
Option 7 is good in principle, but there are objections to the logic (crossbows are usually associated with low initiative, not high). Also, instead of 12 initiative, I can suggest 11 (after all, initiative is more important than damage).