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Merging units was arguably somewhere up there among the non-obvious important mechanics for AW since it helped in maintaining offensive momentum and preventing vulnerable units from being crushed successively while being completely unable to retaliate.
I think they probably avoided unit merge because of balance issues like easily trapping commanders in with joined units.
Instead you can recover by reinforcing units and healing with mages, which works well if you don't act recklessly.
Joining was also cool for restocking fuel/ammo or keeping your damage high but this game doesn't use fuel/ammo so... boo.
If you enjoy AW that much, you should replay it again. This isn't it, and what you feel was changed for the worse, I feel is is just a different approach.
Asking to merge units at this point just won't work with the game design.
The entire campaign is based on utilizing the current system.
I'm not asking for it, I'm asking for an explanation on why it's the way it is. Yes, I did want another AW, or at least a game that kept everyting that was good about that and only added to it, not removed good things and added different or new things for seemingly no good reason.
I already replayed AW plenty of times, ty.
I could explain why it's worse and not just a different approach but this is the Steam comment section and it's a long list, so I won't (inb4 you just say that 'cause you don't know what to say, that's not it but ty).
The balance in WG is interressing, and I guess it start from the air/anti-air units. especially, anti-air units now (mages and sorcerers) has more than just a situatiinal purpose.
Towns work differently too.
Mages and towns heal units, and units doesn't need fuel or ammo to sustain an offensive.
So I guess it's a tricky balance. But I like the new "Anti-air multi-purpose" units.