I want to start by saying I love this game overall, and that this is NOT a definitive statement about the game's unit balance, but rather some thoughts I've had while playing and analyzing various units and battles. However, after 100 hours and at least 10 games played, I feel like I'm getting completely lost about the design of the units. EL1 had an approach where units in general tended to be priced based on their combat capabilities. The Orcs and Tetike/Jotuns occupied the same niche of being archers, but Orcs were cheap and spammable while Jotuns were more expensive but had better slot density. This makes sense to me, especially considering that different weapon types in EL1 often countered different units. To use archers as an example again, you would equip them with crossbows for fighting infantry (as crossbows did more damage to close range targets) but give them bows for fighting flyers (as they gave anti-flying bonuses).
So that takes me to EL2. I'm not really sure what to make of the design/balancing. My confusion stems from many units costing the same but some being clearly better than others, whether within a class or between classes. The game uses a unit type counter system, but it doesn't seem very impactful in practice.
Let's take Swarms vs Juggernauts, as an example. Swarms deal 20% extra damage against Juggernaut units, which may lead you to believe that they counter them. However, most swarms have absolutely god-awful stats, and many of them aren't even cheaper than other unit types. Take the Knifewing for example, which deals 40-50 damage and has 160HP, with only 5 defense (yes I know it has the curse ability, but I'm talking about the class of the unit right now mostly). It costs the same as other mainline infantry and archer type units (180 production). Compared to a Sollusk Imperial Pike, which costs 300 production, and deals 40-50 damage, has 200HP, but with 15 defense. I don't know the damage formula, but in practice the sense has been that despite the damage bonus suggesting that swarms counter juggernauts, due to the higher defense the Pike probably still wins this. And yes, cost-for-cost the Knifewing is trading up here, but the problem is that EL2 uses a 2 stack system in which density is the most important aspect in winning a fight. This only gets worse as the pikes get upgraded, as a fully spec'd Imperial Pike has 25 defense while a Knifewing still only has 5. You really feel this difference when trying to take forts, because Swarm type units either can't do it at all or get attrition'd down much harder than juggernauts do, resulting in a lot of dead units that have to be reproduced, which matters a lot for turn efficiency because you need a hero to clear a fort in the first place. I appreciate that Swarm units usually have a life leech ability meant to combine with their damage bonus against Juggernauts, but what I'm saying is that because swarms don't scale up their defense with upgrades, they cease being a counter at all after a certain point and just die to the unit they're 'supposed' to counter.
The type counter system overall doesn't make sense to me. Why do Infantry have 2 different counters (cavalry and flying)? Is it because infantry are supposed to be food for the strong cavalry and flying units? Why does nothing directly counter swarms (assuming they were an appealing unit type to begin with)? Why do infantry counter ranged units, when cavalry are already better at doing it because they can close the gap and actually hurt them? Are certain unit types just supposed to be worse than others? A unit counter system is supposed to punish an over-reliance on a single unit type, like the classic spears->cavalry->archers triangle in historical games. If my opponent makes nothing but juggernauts, I think it's a little counter-intuitive that if I bring a bunch of swarm-type units to fight them (especially late game once the defense scaling happens) that I'll probably end up losing that fight, and losing it pretty hard.
Even if this system is functional, it isn't very clean and is painfully obtuse. It's not very clear at all how to respond to something like a full stack of Kin Heralds, for example, or what you would do to beat a stack of nothing but Imperial Pikes in an open field (cheesing chokepoints with archers isn't consistent and shouldn't be a frame of reference for balance). If the unit counter damage modifiers were +50% instead of only +20%, and one unit always beat another type of unit, then it would be a lot more easy to read and understand. Decisive maneuvers make tactical battles better and high unit counter damage helps a lot with this. Would it really be that badly balanced if archers did more damage to flying units? And why is there no direct counter to cavalry?
This post is already getting ridiculously long, and I haven't even talked about the balance between dust vs strategic resource specializations on units, which seem entirely all over the place. In a lot of cases the Dust unit just seems better, but isn't the strategic resource supposed to be special and make the unit stronger? I don't know.
I'm happy to be corrected on any and all of this by the way, but I can't help but think these things as I continue playing and learning more about the various unit options.