MEPBM may be reasonable balanced team to team (or not). That is not the center of my complaint about assassins.
I think that any strategy game is better when there is an effective defense against every offense and an effective offense against any defense.
MEPBM provides this in many situations. Build fortifications....agents and war machnes can take them down. Someone invades with a big army. use smaller armies to delay while you recruit and bring in help. Someone is delaying and blocking, try moving evasive, or moving in an unexpected direction.
I think that the problem with agents in MEPBM, is that in most cases, there is no effective defense against them. There is nothing that a military nation can do to stop the agents from emptying his treasury, killing all his characters, poofing his armies.
If you do get a guard in the right place at the right time, the assassin will either blow through him, or in the best case, you capture the assassin, he escapes, and you got one extra turn before he finishes off your best characters.
I think that by allowing ANY 50+A have a very good chance of catching and holding any attacking agent, you create this "effective defense" against an offense.
The next one to deal with would be the dreaded Curse Squad. I'm thinking that a character can't be cursed by more than one character on a given turn. However, the turn after he is cursed, he gets no healing and can't execute any orders (too sick to do anything). This gives the "attacked" nation a chance to try to locate the cursing mage, and assassinate it.
You get cursed. You move available agents to neighboring hexes and ScoChar, while getting cursed a second time. If you found the mage, and have enough agents in the hex to deal with guards, then you get a shot at offing the mage before he kills your character.
Or better yet. You get cursed, you move in the agents to ScoChar, but move in your own curser to the location where the character is getting cursed. Then you curse the mage that is cursing you.
Gives a WHOLE new meaning to Curse battles.
What really needs to happen with troop types, is that heavy troops get 3/4 the movement of light troops. That would make light troops "worth it".
A rework of the "withoout food" algorithim would also be great. If the army was fed (such as being on a pop), then they get full movement, even if they have an empty baggage train.
AND, instead of a hex by hex calculation, just reduce max movement by 3/4. Right now, without FO, cav move 6 plains road hexes (1 * 4/3, rounds to 2). If the 12 was reduced by 9, then they'd get 9 moves. The current way is just too difficult to use, and leads to too many mistakes.
Okay, stop... enough for now.
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