Yeah Special Abilities!
I really hope access to some special abilities are tied to regular unit design and unit scaling.
Special Abliities tied to unit designg and training:
Shield Wall- increase defense to arrows and some ranged magic
Set Spear-increase damage if recieved a charge attack
Flaming Arrows - does fire damage and may set a tile on fire
Taunt -Target enemy charges defending enemy, used to break enemy formation and to draw enemy into traps, set spears etc.
Set trap/Snare -spike for damage, poison for a DOT, snare to reduce movement
Charge- damgage bonus based on tiles moved
Climb - ability to move up and over walls, mountain, ruins and other tactical map features
Hide/Ambush- unit can not be seen except by adjacent enemy, free attack with damage bonus if enemy attempt to move onto or through. Can be useful on both tactical battles or strategic map.
Siegeweapons - squads should be able to equip balistas, catapults and trebuchet to attack with.
Beserk Rage- unit charges and attacks mindlessly with bonus damage but player loses control of unit.
Scouting- increase visiliity on strategic map
Assess Enemy - ability to assess stats of enemy units like strength defense and hitpoints
Knockback - unit must have charge first, Enemy unit succussfully struck moves back a tile. Used to break enemy formation and allow your fast units to get in rear arreas to attack archers, seige weapons and casters.
Reach- units with long polearms may attack without retaliation
First strike- get your couter attack in before the enemy even reaches you!
Disarm-target affected must use next attack to recover weapons instead
Sunder-Target defense is lowered.
Special abilities tied to equipment:
Armor of Fire - fire ressitance and damage shield --like immolate above. High level versions could even gain health from exposure to fire. Imagine some infantry equiped with these, chargeing into enemy ranks and then you showing the area with fireballs and firestorms!
Armor of Ice - cold resistance. Higher level version could reflect some magical attacks.
Armor of Wind- increased defense to range attacks, more powerful versions could allow flight
Armor of Earth - increase defense to movement impeding attacks and terrrain, increase resistance to lightning.
Weapons with a variety of elemental damage types and poisons.
Secondary Weapon - units with two weapons will use which everone is more effective against the target, and have a back up weapon to deal with warp wood, rust, sunder and disarm attacks.
I could spend all day thinking of this stuff!