Musings on a small change to enhance combat
I think by introducing two new stats - fatigue and recovery, many of the combat systems issues could be mitigated.
For example,
Equipment that is fitted to a unit contributes to its fatigue stat.
This stat is applied every time the unit performs an offensive action.
Fatigue accumulates to a maximum of 100 - which represents a percentage reduction in the armour rating of the unit.
Once fatigue reaches 100, the unit passes out (making it extremely vulnerable to attack) and must recover below 100 to begin operating again.
The unit would reduce its accumulated fatigue each round according to their recovery stat.
Weapons would have a fatigue rating, therefore larger weapons, whilst hitting for more damage, increase the fatigue of the unit faster.
Heavier armours would have a higher fatigue rating than light armours; therefore, lightly armoured units could perform longer with out incurring the costs that heavier armoured/kitted units would.
The inclusion of fatigue and recovery would open up new spell possibilities i.e. 'Burden', which would stack fatigue on a unit, or,
'Relief' which would remove a portion of a units fatigue, or perhaps boost its recovery stat.
Magical weapons and armours would have less fatigue costs than mundane equipment.
These two additions would do much to transform the strategy behind unit creation - Do you go for lightly armoured units that don't tire out? or heavy units that take a beating but eventually collapse if the combat goes for a while.
Similarly, magic strategies, such as going after a heavy fitted army with Burden casting mages and quick nimble troops to whittle them down could be employed.
Not a new idea, but it really works well and would suit Elemental combat to a T.