by LPhillips » Tue Feb 14, 2012 6:32 pm
Elementals are definitely situational units. Compare the Demon, which flies and is just as strong on defense as it is on attack. It's also only a 3-turner. Sure, it has 2 wounds, but when you get a pile of them you also get a swarm bonus -and that's huge when the cap is 65 strength and it's so easy to get them together (again, they're fliers).
Elemental
The biggest detriments to Elemental are its base strength and its slow movement. If it had 20 base strength or even 25, it would be a hell of a unit. Its slow movement really balances even that much strength. The +attack is factored into the max of +30, so it would still be capped at 55 strength. The two possible abuses are vs. players or vs. neutrals. So, to address these two issues: It's already strong enough to kill most neutrals, so the thing stopping it from being overabused for expansion is its movement. More strength won't change this. Against players, its weakness is on defense and at 20 or 25 it would still be relatively weak on defense for a 3-turn combat unit. 20 with +20 would be OK, but caps it at 50 strength. Not bad for a 3-wound unit.
Of course an increase in strength would have to come with an increase in price (1200-1400?), but I think it would really validate this unit and even bring it into the forefront of strategies. No longer would Demon hordes be the uncontested pinnacle of all good stacks.
Catapult
Catapults are cheap because people don't use them. I find them to be essential against decent players, especially on newer maps where mapmakers are using all of the wonderful tools available now like towers and extra defenders. Like anything, the situation has to be right: A map with difficult terrain and low income/production doesn't warrant catapults.
Sandworm
These units are indispensable in their native terrain. Beyond that, I don't know what to use them for. Strach's suggestion is brilliant, and seems like it would be very effective on maps with low-medium income where worm production is provided to the player. A tank unit that eliminates lowlevel defenders without the need for siege is really a good tactical option.