Alright heres a problem probably everybody figures out quiet fast:
Once somebody goes ahead, he stays ahead.
I play usually against AI, and usually i beat insane AI 1v1, even though i have to admit, losses do happen.
Most of the time on small maps, where early engagements that i lose lead to a snowball i cant stop anymore.
By now the only times i was able to come back was: I retread in FFAs, and recollect myself while i let the others fight.
I get the first dreadnought out and fighting dispite being behind, and just crush my opponents armies with way smaller armies. (it got better with last patches though)
So this is kinda problematic, isnt it? I suppose everyone wants strong, but not gamebreaking dreadnoughts, and the possibility to come back from a losing game.
In games like SC2 we have the possibility to micro a smaller army to be able to beat a bigger army. This is no option in Ashes.
So what ways do we include in games to make a comeback in a 1v1?
Front/side/back armor
i already talked about that in another post, making strategical decisions like flanking actually somewhat useful. I know this is probably semi-impossible to include, but similar mechanics could be used. (Reducing enemy armor and speed in a certain area with a global spell, making it possible to strike the slow units of an enemy army before the rest of the group can reorganize to protect them)
Flying transport
This would give the chance to use smaller parts of my army for greater targets, like dropping ~20 units in unprotected areas of my opponent, destroying his infra structure.
Mobile defense
I am thinking vaguely about a turret that can move, and switch to defensive mode. This enables to build defensive spots in critical areas, and might stop an opponent army just steamrolling to the centre of your area. If they have to take a longer route, it would give more time to prepare, or to choose another strategical option.
xoxo,
Shiny