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Edit: Haven´t done a private game before. I hope this functions properly even in Early Access...
Players should always take turns placing units.
I want to use creative thinking to solve surprise tactical problems.
When I play the campaign, I literally roll dice to determine which units I get.
"Chariots? Dammit! I hate chariots. But I need to figure out how to use them effectively now..."
if not outright IGYG (i do kind of like completely secret deployment, but maybe in the future it could be an option, or associated with certain mission/scenario types), a good way to make ambushers/scouts more useful would be if you could choose to drop such units into a box after deployment, and *then* deploy ambushers etc. in a second deployment phase after all non-ambushing units have been revealed (i'm pretty sure this is how "infiltrators" always worked in whfb—i appreciate that SOVL doesn't necessarily want to be an exact recreation of warhammer's ruleset, and that e.g. coding the cpu opponent to properly use special deployment units might be easier said than done… but i think it could be an elegant solution if the devs want to keep secret/simultaneous deployment in some form)
But i'd agree to anybody saying that playing such overtuned lists is a sign of some kind of depravity.
At least there is the objective mode, i don't want to think about all the corner camping douches before that was implemented.
Anyway, i don't even wanna know which malign adaption the player base would come up with to gamify, or min max, so to speak, the mechanics of "i go you go" deployment. Not even interested.
In my opinion it would make the game slower and less attractive. Fog of war really adds to the tension at the start of the game in my opinion.
Make other things more transparent i'd say. Individual LoS, permanent wound counter to see at a glance. Make it clear when Heroes fight in a Challenge and when not. How are wounds distributed amongst mount and rider, and so on ... the charge system could be a little more polished but seems to work fine. Show when Units might intercept even from an unexpected angle if you hover over them in the correct overlay, things like that.. QoL, UI.
Mechanic wise there should be a focus on balancing spells. There should be test rolls for backfire, overcast, fumbled spells and so on. To get rid of the rather uninvolving mechanic of klicking a button and then ruining the opponents tactics riskfree.