Chazar wrote:The role of a 1T sea unit would be:[list][*]to relieve dwarves and pikemen from being the best sailors around: Dwarves attack with 20 strength on water, which makes them the best sailors - doesn't this seem odd to anyone?
Well Dwarves are also the best 1 turn unit in a lot of places that doesn't make sense (Swamps, Snow, Sand etc) by virtue of their +5 attack bonus. The are just about the equal of Elves in the forest and better than all but Pikeman in the open. This is balanced by their huge cost (400) so I don't mind if they fight well on water (assuming you buy a boat upgrade as otherwise they only fight at 15) too.
Chazar wrote:Pirate
10 strength
2 hits
+10 on water
+5 on swamp
Movement Special: can disembark from a boat anywhere, not only at ports. Must embark at ports as normal, like any other land unit.
This unit would invalidate the Sea Serpent. 1 turn 20 strength vs 2 turns 30 strength means Pirates are better (2 pirates are 61% likely to beat 1 serpent). Then add in the fact they can attack from water and walk on land afterwards makes them a much better choice for raiding coasts / expanding than Sea Serpents unless they are going to cost 300+ gold. This is why making a 1 turn sea unit is so hard.
If I was making a 1 turn Pirate unit I'd go for a totally new skill:
Pirate
10 strength
2 hits
+5 on water
+1 Undead Lore (obviously for searching shipwrecks)
Special skill: Free boat upgrades for the stack (they stole the boat
) or at least a 25% reduction in price per Pirate in the stack so that 4 pirates = free upgrade.
Cost 200.
KGB