Every enemy that has a shield can deploy the shield for free. They end every single turn with it regardless of how much AP they’ve used.
So I figured: “Hey, it’s really annoying having to deal with the shields enemies always have. I’m going to get my own and turn the tables. It’d be nice to be able to leave my assault units out in the open behind a shield so I can take full advantage of my turns and shoot twice from a nice open position.”
No. No, that’s not allowed. What, you thought you’d get to actually expand your tactical options like the enemies? HAHAHAHAHAH.
It costs 1 AP to deploy the shield.
The AP cost itself isn’t unreasonable but the fact that enemies don’t suffer the same AP cost makes it unreasonable.
Listen up devs. There’s a thing called “Balance” in games. It’s not just about difficulty, it’s about fairness. You put in place a set of rules that players expect to be obeyed by both the AI and themselves. That’s the framework for tactical gameplay. By letting the AI cheat you just make the game feel unfair. And yes, giving them combat options that cost no AP or Willpower is letting them cheat. The whole point of AP and Willpower are that they limit the amount of actions you can do with one character in a single turn. It’s encourages you to use your available actions carefully to maximum effect.
Letting enemies just stick up a barrier at the end of every turn for free while not letting the player do the same is just unfair.
My suggestion: Either increase the cost for AI deploying shields to 1AP or reduce the cost of players deploying shields to 0AP.
Alternatively, swap the AP cost for a WP cost. Ideally for both enemy and player but at least WP is more reasonable for a player to pay to have the same benefits most of the AI enemies have.
Honestly, it’s decisions like this that give the game a mixed rating on steam. No-one wants to play a game that feels unfair.