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No, I don’t think it would be fun. We cannot expand our territory, if we cannot rebuild settlements or build new ones. So, all we can do is passively repell the greenskin invasions, which will hugely damaged the freedom of the game.
You increase initiative in the cost of other more important attributes, which means that merc may be low on HP or melee defence. And you only have 9 action points every turn, no matter how high initiative your mercs have. Therefore, it will be very hard to do hit&run tactic.
By the way, the hostile units like necromancer and crossbower are always deep behind the frontline, so you need to move your archer forward to hit them. Hence you may have risk to expose your low HP archers infront of enemy’s heavy infantry and ranged attacks.
We can choose only 3 attributes to upgrade every level up. If you want to increase the figure on initiative, you need to sacrifice some figure of other attributes like HP, damages or stamina. And it would need a large figure of initiative to reach at the first one of every turn. Or you need hire a high initiative merc at the first place.
Initiative is not completely useless, but it won’t compare to other attributes. So, this means most of the players won’t care about that attribute.
And, Without giving some merc one more chance for attack, the initiative attribute is useless.
That’s why I give no more than 3 people having two attacks per round.
Like your idea. But I prefer to a captain perk system for such needs.
On second thought, I think it’s better to make the different types of arrows as skills with different cost of ammo supply and action points.
I would like to have different quivers for different arrows. And more expensive arrows should cost more ammo supplies, I agree with you.
BTW, I think it’s better to make poison arrows a special ability to mercenaries who have thief or assassin background? And other mercenaries cannot use any poison.