A few strategy related ideas
Hello.
Note: If you aren't going to read it completely and with somewhat open thinking, don't even bother.
So I have read up on similar suggestions and most of them get the reply "We like the simplicity of Warzone."
So before I get to the actual suggestion let me address this. I too, like the simplicity.
However, there isn't all that much strategy (I mean, there is strategy, I just feel it could be better), and the game relies mostly on who can get the best area/most armies the quickest.
All in all, in my little-to-medium experience (played half the campaign and regularly play with other players) with this game, I find it truly just comes down to who can get more armies quicker.
Next, my suggestion can be added as an optional mechanic that you can unlock as you level up, not forced into every game, meaning you can choose whether you play this way or not.
To top this all off, if you are going to throw simplicity at me, what about bosses, commanders, commerce mode, the many tactic changing cards, etc?
So I thought about how the strategy could be improved on.
At first, I thought about Tactical borders, an idea similar to the "Territories with defense and offense bonuses". The problem with both these is that for these to be implemented, a person, whether map creator or game master, would need to manually assign every territory or border. Pain in the butt. Who wants to set that up?
My next idea was special units. A few people suggested these, all of whom didn't keep in mind the need for simplicity.
So decided to see what all you people's thoughts would be on my idea.
To keep the simplicity style or at least as simple as current standards, (take bosses and commanders for example) I simply suggest three unit types. These unit types deploy in the same way as the current armies, you get a certain number of each type each turn. They are affected the same way regular armies are with the optional game modifiers, custom scenarios, and the other things. (Take for example local deployments affect the unit types the same way.)
Infantry: What exists now. The backbone of the army.
Cavalry: An offensive unit. When attacking, each cavalry has a +(3-5-7?)% attack bonus. When defending, has a negative % defense bonus equivalent to its attack bonus. The amount you get at the time is the equivalent to 33% of the current Infantry income.
Machine gun: A defensive unit. When defending, each MG unit has a +(3-5-7?)% defense bonus. Has a movement penalty, it takes two turns to move to one adjacent territory. In the chain attack mode, it can move one territory a turn; and gets left behind after moving one territory. The amount you get at the time is the equivalent to 50% of the current Calvalry income.
Cards such as the blockades (ones that change the army count of the territory) remove all special units and replaces them with infantry, every MG gets replaced with two infantry, Cavalry with one, and then the card's unit multiplier happens.
Optional: With the special units enabled, you only get 75% of your regular Infantry income as the Cavalry and MG units make up for the other 25%.
To prevent getting less Cavalry and MG units in the next turn, at the beginning of each turn, you start with 100% Infantry income, you must place the Cavalry and MG units, then you get to place 75% of your Infantry.
So my idea is semi-simple, doesn't require insane setting up before each game, and adds a small strategic troops element to the game that doesn't get added to your game unless you select it to be. What do you think?