Hello. After reading the lastest blog post, I was thinking I'd give my thoughts, and see if anyone wants to give theirs on the matter. So first, I personally think archers can be a fun unit, but not necessarily only in early game. I know that the game is different, but often compared to the Wars series (Which is mostly known for Advance Wars outside of Japan), one basic, but commonly used tactic is to form a wall of tanks, preferably strong ones, followed by artillery. Although that could work in Wargroove as well with trebuchets, it is often way more a passive gameplay than an agressive gameplay, as the tanks protect the artillery, and if both players use it, they'll just both sit just out of range of each other's artillery until one tries to break the enemy's line, or tries to walk around it. But, if this tactic is employed with archers instead of trebuchets (or both), then the row of front units can attack, and be supported by archers, or archers could move first, weaken the enemy's units, and then the direct combat unit can have an easier time, which means an agressive playstyle can be employed for this particular tactic, although it will probably work differently than in Advance Wars. I think there are a lot of cool combinations to make with archers. Now, about passive abilities, that's an interesting choice. It makes planning moves way more important, as placing your unit just right (or wrong) can then give a severe advantage to your, or your opponent's units. In a sense, then its kinda even more like playing a game of chess, and trying to read moves several turns ahead is, again, given more importance. Now though, I hope the AI will be able to take advantage of these, and not just charge blindly like Advance Wars' AI (Which honestly, often does a lot of mistakes). And finally, reinforcements, that is something I actually asked about on a previous thread, as it seemed weird to me that only the commanders would heal units. So I take that if they go for this type of healing, then, that means that you must think if healing your unit would be worth it, and not make your buildings in danger, or damage your perhaps thin savings and prevent you from buying a new unit later, but still work kinda like Advance Wars' healing, where sitting on a city healed 2 HP per turn at the cost of 1000 per unit being healed, just here it is instantanous,but at a potentially bigger cost than just some money. That's interesting, now, just need to know if Mercia's commander power will remain healing, or if that will be scrapped all together, and commanders will only be able to heal themselves. I am looking forward to learning about the commander's powers in a future blog post. In the meantime, if anyone wants to share their thoughts on this, go ahead.