BFME Patch 2.22 balance issues
I did the good campaign on hard difficulty a little bit ago and now I'm doing the evil campaign and holy hell why does the evil campaign feel like such a difficulty spike? In the good campaign I was able to take units I got from the beginning of the campaign all the way to the end of the campaign pretty easily, but in the evil campaign I just lose everything in every assault I make.
I was thinking in the good campaign that I probably had an easy time because there's like 8 more extra heroes that have a leadership bonus so you just tear through everything, but in the evil campaign whatever leadership bonuses you get seem to just be things like combat experience or gain resources. I can appreciate the resources, but the combat experience is useless because it's the campaign so your battalions only level up once per level.
So I had a rough time playing Isengard but I figured whatever, once I get to be Mordor the difficulty will probably lighten. The only units to give me trouble in the good campaign were Mumakil but as long as I had archers it was manageable. Nope. My archers were a sign of foreshadowing because much like in my good campaign experience archers countered them. I knew I'd have trouble but I felt like I'd be able to brute force it like I tend to do in RTS games. Which might work were it not for the fact that Mumakil are EXPENSIVE. Whatever that's not an option, fine I'll just use units that counter archers. Except in the evil campaign I noticed that archers tend to counter... everything? Mordor has a lot of units to choose from but there's only TWO units that counter archers: The orc warriors and the drummer trolls. Okay so a choice between THE WEAKEST battalion in the game, and a single unit that falls apart just as fast going into archers. How do they have so many options to choose from, but none of them viable against a unit the ai seems to LOVE using? And it's not like I can just use those units and hope for the best because the actual counters for those units are still a problem. I noticed this while playing Isengard too, their only counter for archers are ALSO their basic unit (that for some reason is 40 command points despite falling apart when not using the shield formation). Any other unit pretty much falls apart on arrival.
I know the balance in the original game was quality vs quantity units, but it just feels so rough when the quality side far outweighs the benefit of the quantity units. Is there at least any advice anyone could give for the evil campaign? Because I feel like I'm going to tear my hair out by the end of it if I don't find a less stressful way to manage it.