Even whole debates about is M or VH battles more challening arised. Well, the problem is that we all jumped the gun and "concluded" that same works for campaign games. With testing custom battles I agreed with other testers, that it's bugged, since harder battles are faster not biased toward AI, in same way as easier battles and slower and not biased toward player. Is battle difficulty bugged in campaign games? Of course i still beat the AI, hands down, but am having a lot more fun while doing so. Plus the AI actually tries to outflank my units, impossible situations are actually impossible, etc., etc. It almost seems as if the AI has not been tested on Very Hard (versus extensive testing on Normal). It normalizes battles and gives the AI more time to allow for tactical use of its troops. For the record: Higher morale increases the number of casualties will take before it decides to run, typically raising it from 50% casualties to 80-90% casualties. This fact, combined with the fact that morale bonusses are more beneficial on lower difficulty levels as well, has led me to switch my playing style from VH/VH to M/VH on the battle map/campaign map. In 1.1, this occurred to me frequently and it still did in 1.2, but i could give the AI the same pleasure, where i couldnt do so in 1.1. The reason i am saying this is quite simple: Horse skirmishers charging over Principes, even when standing still. It is my personal experience that these attack bonusses are given to both the AI and the player in patch 1.2, but this was not the case in version 1.1 (they were given to AI on Hard/Very Hard and to the player on Easy).
So for now I recommend sticking with normal it might be rather easy for veterans but at least your phalanx works … The AI achieves results which should never happen, and the general attitude I have seen expressed towards this difficulty is one of frustration.
Unfortunately the very hard bonus is rather ridiculous and it allows the AI do crazy things, such as smashing a phalanx head on with plain hastati. The morale bonuses are much more complex, as they work on a series of sliding scales.” “The combat bonuses are easy they apply to attack only, while on Easy the human player gets a +4 bonus, on Hard the AI is given +4, and on Very Hard +7. I shall quote CA developer JeromeGrasdyke on the effects of difficulty on combat bonuses: (NB: this is how 1.1 and 1.0 worked, and how 1.2 probably should work) Normal is a level playing ground with no advantage to either side.