Board Thread:Suggestions forum/@comment-5.165.20.117-20170920095730/@comment-26553378-20170920230531

A: Remove enchantments, The mod made modifiers for a reason.

B: Evil has the mallorn-mace which is basically a cheap-to-repair/reforge mithril mace, they can also get mith-level 99%projectile protection morgul armor, which quite frankly, is OP. I realize that anything can get mith-level 99% projectile prot (save galvorn/leathers), but the main weapon against such armor tends to be melee, and when they have armor you don't want to hit, and have cheaper weapons that are the best in the game it makes them rather difficult to kill. Besides that it sounded like you were talking about full-scale battles, in which case evil also has the advantage, it has warg/orc bombardiers, the former of which dealt 120 point blank in a one use AOE last I checked, and the latter automatically will dispense 1 orc bomb that doesn't damage evil units. On top of this there is the Olog-hai which is nearly as armored as the huorn, and has an AOE attack that deals more damage than the huorn to a single target, and well over a hundred total per hit if it is in a swarm.