I just happened to see this whilst forum skimming and saw an attempt at this but didn't think it was done well since it was effectively changing how they were fundamentally played. Anyway, the concepts here retain the way they're played as much as possible. They all take hits a bit but the only one who gets a real playstyle change en masse is Grit and that's just because you can't preserve a playstyle that uses just 2 units at times and keep him both balanced and fun. So his was tweaked a little to force him to diversify while keeping his strong points. The way I see it, Colin would be a bit more agressive here. Hachi would want to get space and keep the front away from his cities. Then he'd swoop in and kill with his reinforcements. Grit's game is more balanced as a spacial war of grabbing it, then slowly fortifying and coming in for the win. Sensei is still very swarmish but has to switch up his game some. Kanbei is still very Kanbei but is nerfed some and saddled with more of a chore to keep him going smoothly.
Colin
90/90 units. This is really to nerf his ability to do tank wars. The loss of the 10% will hurt it a lot, making it still doable but a lot less effective.
80% cost for units like before. Colin is Colin. To change this would change him a ton.
COP Gold rush. 3 stars, multiply money by 1.5. Colin went on money hoarding syndrome still but increasing the cost by a star will make it far less spammable. I considered adding something detrimental like not being able to build any more units that turn because Colin doesn't do that spending thing while he's off investing but that's a bit of a shrug. It'd be something that'd marginally make sense and slow him down just a tad.
SCOP Power of Money. 5 stars. Unit attack percentage increases by (2 * Funds/1000)%. Yes. I shrank his meter and dropped his number. This has 2 purposes. First, it makes it so power of money is still strong but takes a little more to charge up. In fact, it might even be doable or advised to loose a power of money before a gold rush. Saving a little to have 30k funds on hand isn't hard and that'd make him a 150/100 for a day. So it could operate like a normal scop without always being an instant kill. Second, dropping the meter helps stop bar saving. See, Sensei can do his whole charge up to 5 stars and release double cop. With Colin, he'll either cop when he hits 3 stars or scop at 5. There's no double gold rushing anymore in this. Is he still strong? You bet. Is he more balanced? Yep.
Hachi
90% cost for units. Repairs cost 120%. He does the buying but this maintenence thing doesn't sit too well with him.
COP Barter. 3 stars. Cost becomes 50% for the day. His units drop -20/-20 while he's bartering.
SCOP Merchant Union. 6 stars. Unit cost becomes 70% and he can deploy units on cities. Hachi's units on cities receive no defensive buff while Merchant Union is active and drop -20/-20
What this meant to do is to keep Hachi as Hachi while giving him some meaningful drawbacks. For starters, his repairs cost more. So don't repair, right? Well, maybe. It'll be a bit harder not to. Barter retains how it is with the massive price drop. Still nice as ever when you're buying beefy units. It still operates great. The unit drop is for an extra taste of realism and to combine with that repair cost issue and to make sense with it in its more meaningful space in the scop area. Now Merchant Union. He gets not as great a deal but still good. Guess he's the best merchant of them all. Anyway, we still retain his unit spawning on cities but not only do they cost more but doing it on the front lines... may not be so smart. See, Hachi has this strength in spawning stuff in the front lines. Say he spawns a tank up there and another vanilla CO like Andy sends a tank up there and whaps it. It'll take 6 or 7, effectively no longer being able to operate well solo and he'll be forced to pay out 120% in repairs which is 1680. That's all bad. So that means that Hachi will no longer be able to just instantly reinforce and drop fatty units on key properties. He may wish to spawn his army a little further back and then reinforce that way as much as possible to avoid that little issue which will slow him down. And yes, Merchant Union's star count was increased by 1.
Grit
120/100 indirects. Direct units are 100/90. Indirects gain +1 range if they didn't move during the last turn. Yes. Grit is that lazy.
COP Snipe Attack. 3 stars. Indirects gain + 1 range, +20/+0.
SCOP Super Snipe. 6 stars. Indirects gain + 2 range and +30/+0.
Grit has been edited since his original balancing. Here, his increased range remains in his d2d but it comes with a catch. It is conditional. Simply, he has to sit there for a day to get the bonus. This means he can't set up as fast. He can't just rush in and have that kind of control. Rather, it'll have to be at least contested. Then his arties move in and wait. The next turn, they can fire or sit and then after that, they gain the range. So he'll be more defensive except when he's for a rolling block of arties going forth. Note that his direct units are again 100/90. They're subpar but usable.
Sensei
110/110 infantry. 130/100 copters. 90/100 for everything else. Transports get +1 movement.
COP Copter Command. 3 stars. 9 hp infantry units are spawned on all open cities you own, ready to move and cost 500 G for each. If you don't have enough to pay, they'll stop spawning when you run out of cash. Copters get +20/+20.
SCOP Airborne Assault. 6 stars. 9 hp mechs are spawned on all open cities you own, ready to move and cost 1500 G for each. If you don't have enough to pay, they'll stop spawning when you run out of cash. Copters get +20/+20.
Well, nerfing the infantry some does some good. Better 110/110 than 140/100. So his are stronger than usual but not overwhelming. The copters got a little nerfed too. Helps a little. Now the bars were increased. Helps slow the cop spam. Now here, he still gets it all cheap but he actually pays some. This makes it so he gets his swarmlike unit advantage but he gets at at a price. So he can't spend all his money, then get a free army anymore. Are the abilities still strong? You bet. Are they manageable? Yes. Speaking of which, you actually have a reason that you might use his scop now. A mech flood can be pretty effective in some cases.
Kanbei
130/120 units. 130% cost. All units use +2 fuel a day, regardless of whether they move.
COP Morale Boost. 4 stars. Units get +20/+0 and use double fuel this day.
Samurai Spirit. 7 stars. Units get +10/+20 and counter for +50% damage. They use double fuel this day.
So we dropped his units a little and increased his cost some. That'll hurt a bit. So why didn't I make it plain 120/120? Well, we're not trying to murder Kanbei too hard, just balance him. I think he'd actually be outright bad if we did that. Kanbei wasn't nearly as strong in awds as he was in aw2. Both increasing his cost and dropping his units in both aspects would hurt too much in my opinion. So his units are still really strong. Deal with it. At least they take some more damage now. The rest was derived from his early profiles. They were saying stuff about needing to be maintained better. Then I remembered a comment on Kam's signature about Kanbei's troops being the difference between boys and men. Well, guess what? Men need to eat. That's why they'll be burning more fuel. Fuel issues were also tacked onto his CO powers. Men being epic need to eat even more. Now, this doesn't kill Kanbei but it means he has to use APCs liberally. Like his profile says, he'll actually need to keep up his army. His units will take stops at cities to refuel and they won't be able to march too far off to battle with just tanks as the 2 fuel a day will run them dry. If it takes 3 moves to get into the fray, he'll be burning 24 fuel just getting there instead of 18. The longer he sits, the more fuel he'll burn. With his CO powers, he'll burn fuel even faster. Long story short, Kanbei needs supply lines which means funds that he has to allocate that way to operate at full effectiveness. He'll be good on small maps and not so good as the maps get larger. The increased costs will also keep him in place.
Side note, morale boost having more power than samurai spirit was intended. The way I see it, samurai spirit is a more defensive thing while morale boost represents Kanbei's attacking.
Other side note explaining the increased fuel useage. Riding into battle and doing it gloriously are entirely different. His troops are as gung ho as he is and thus they burn more fuel making their entrance flashy.












