What is this undead spell that one-shots my ogre for 30 damage? hmm. Interesting design decision. Fanatics are too fragile . They worked in the TT game because they had increased toughness. As it is, they die to a stiff breeze and the computer AI always targets them first, often running past multiple closer opponents to get to those soft, juicy fanatics. Please make them more resilient somehow so they can handle at least one round of combat. They aren't even glass cannons; they are glass rubber-band-guns. #alwaysthefirsttodie On that note, what is the point of the flagellant armour? Witch Hunters have plenty of leadership buffs available to them already; the initiative penalties incurred do not outweigh the measly benefits. Am I missing something here? Armour/defense/parry seems to work very well in this game, hence these become desirable things to have. Hammers seem to work very well in this game, while swords (at least 1-handed swords) seem to just hit 0s each time. I know this sounds anecdotal...because it is. But I've been playing this game for a while (approaching 3000 shards). Is it intended that an entire warband with swords hit for 0 damage against a single armoured vampire? In the TT, you could parry ONCE per turn. I may be misremembering, but I thought there was a 3-parry limit in an earlier version of this game? Why did Reiklanders get speed skills nerf? They are/were the most popular warband, but not the most competitive. I'm sorry if some of this comes off as complainy, but I am genuinely curious about these things. The parry thing frustrates me to no end. My frenzied leader with many combat and strength skills, with an ithilmar sword, swings four 0-damage attacks in a row, multiple combat turns in a row, basically every game against comparatively-ranked warbands.