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Artillery is just too good period, so I don't really see this as a solution. Also, no arty in abyssal unless I roll lucky on events.
The fact that Every model in a unit can shoot no matter the depth of the unit makes mass units of archers VERY Strong
Even Skeleton Archers i had were absolutely wrecking units after I stack their numbers up very high.
They could really do with a limit to the numbers that can shoot (i'd say only the front 3 ranks, so you still need to make them wide like a melee unit)
And give Artillery a penalty if they move before shooting, since, its artillery (and therefor also stop them moving if they shoot before moving)
And i think that should be plenty.
The power of ranged is semi countered by the fact it doesn't cause Morale like melee does, but its also bassically free damage, so it could do with a mild nerf.
By forcing ranged units to go wide, it makes them less mobile and takes up more space "on the front", making it harder to make those "move out of the way of charges and still shoot"-maneuvers. It also gives value to smaller, more elite archer units, as they would be more nimble(especially if they could get a special rule that allowed all models to shoot, no matter the formation, like the old Skirmish rule).
Allowing units to pivot on the spot should not give a ranged penalty, but movement followed by shooting should give a -1 to hit.
Overall, it would solve quite a few balance problems.
Currently, I dont mind smaller units of elven archers(when there are only 5-10 in a unit), as the few models, while still being able to deal decent damage(good range, good Skill, sometimes Elven Mastery), they can be whittled down to minimal threat fairly easy either through magic, your own ranged units or artillery.
At 15 models, it starts to become more of an issue, and when melee units like Elven Spearmen(with 15+ models) gets bows, it just break the balance.