as for pictures:
Drums of War has good graphic
Raging Axes has better units grp
Warbanner has artificial, confluent looks - i dont like it (i check how it looks on motion on moddb)
there could be an pop-up info how many AP consume action, like skill (info is in help)
wishlist (yes yes I know, i try to make my own game, and try to sell it):
game could use reaction mechanism - not spend in your turn AP, allow unit to act in opponents turn.
If opponent place unit during move in enemy front line, it trigger opponent reaction (if has spare AP).
reckless - move forward and hit; hit only if still has AP after move [ useful to block range units, or block moving path]
aggressive - move forward and hit; move closer only if has enough AP to hit [default?]
stand and shoot (hit) - for range unit default
passive - do nothing [work like now. Use to not lose evasion bonus?]
reaction would work better, if side action order would change after single unit move (like heroes 3)
units instead of dying and resurrecting, could become mutilated (lose eye, hand, leg, puncture lung) and receive penalty to some stats
renaming units is super fun- didnt realise how enjoyable it is to name unit.
could be more custiomization options - colors? weapons (axe/sword)? helmets?
units could do little movement from time to time (very rarely). F.ex. turn head left/right a little. or move arm with weapon/shield to side. Units will feel more alive. Like environment (trees,fire). BTW when unit move it nicely "wave".
if you could put into consideration Wounding mechanism instead HP layer (for your future game?).
you have hit chance
similar you could have wound/ maim/ kill chance - with each single attack
each penalizing condition (like previous wounds, stun, slow ...) decrease the threshold for wound/maim/ kill - making it more probable to kill with next hit.
I never play this system in any computer game.
I play mechanism like this in Warhammer Fantasy battle - common soldier has 1hp [kill check yes/no?], hero has 2 or 3.
I play it a lot in pnp rpg, and thing its kinda more believable approach than decreasing HP bar.
Kings of War - miniature tabletop game use similar mechanic. Regiment of soldiers receive wounds, then player roll dice to check if stack of wounds is greater than current result on dice (if so its destroyed).
Game is awsome! The mechanic is really well thought out. Graphic is ultra-readable. Gameplay is instant. Love it. Using potions greatly enriches gameplay.
UI: 1. would be good to have key shortcut for next/prev unit, that also would work in between mission "Camp" screen (where you buy potions).
2. in between mission Camp screen- option to re-buy previously buy potions
3. would be good to have option to set, immediate unit info pop-out when you hover mouse above them.
1. Berserker in orc army, has default attack circular, you can not hit single target. I thought its intended, but why then he has active skill CIrcular Strike? With this "bug" berserker work-play is interesting - where to put him to not hurt own units.
1. Potion of Acceleration. unit gain second attack and gain double range movement !! in practice it increase your army by 2x.
Using meta- from other games I just know it will be OP. Drinking Pot Acc is completely no brainer and annoying every mission click-labor with all units at the beginning of each mission.
I understand is expect pot of acc, to be countered with Purification potion. But its very situational.
solution: let potion of acceleration boost unit with +2AP for 2 turn, and next 3 turn with +1 AP. I'm not sure if this would fix the issue (need test), but should delay the binge drinking few turn. Player will use acceleration one turn before warriors clash.
2. range combat hit chance
range unit are too accurate. With fire concentration on single target, its hard (for computer especially) to save fragile units.
Range attacks should have penalty if the line of fire is crossing the cover (box, fallen tree, fence) tile (unless shooter stand in adjacent hex to cover) or other units.
P.S. I'm aware game is no longer in development