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My priest has some nasty crits at this point tho, and his hp regen/lifeleeching keeps him alive. I guess that could work for unarmored melees too, hp regen when anyone dies around you and such
He might not have armour, but he has a lot of natural regeneration, and with some mutators can be just as tanky as my guardian.
Armored melee unit liver longer but there attack power much lower.
There are a lot of mutations to fix those problem. If you can't figure out how to fix that or really hate it. You can make a team with no Unarmored melee units too. It your choice.
There also non-starter unit with High output weapon + plus armor for you can hire or got from event.
Please tell us which mutators and focus skills on your Assassin and Berserker. Thank you.
Warmonk is an insane unit that can oneshot any light unit with flip. He is also an incredible flanker with his jump ability, that allows him to instantly stun any unarmored unit.
Another thing to consider is how damage works in this game. Unit gain +4% weapon damage per every str point above 4. Thing is, different weapons have different base damage. Silver spear has 68 base damage, silver billhook has 74, a common steel greatsword has 101 and steel axe should have something around 80-85. At str 29 difference between weapon classes doubles. Basically, per every point in STR your pikeman gains less damage, than your bloodknight.
Not only that, though. Anarmored melee gain offensive skills, while armored gain defensive class skills. That leads to a very unpleasant situation when your armored units will lag behind your dedicated killers in exp bacause they cannot lashit anything. Last battle my footman gained like 140 exp and my sniper with ranged support gained almost 400 exp. This makes your melee frontline units very hard to level up.