You stand corrected:
all javelin foot skirmishers have 6 attack.
This is true because attack is determined by the weapon in the case of javelins, and infantry skirmishers have light javelins. Heavier javelins are more powerful (8-9 attack), but less ammunitions because you can carry a smaller number of them.
Note that while arrows are more abundant, javelins are way more accurate. If you take a look at our last 2v2 or at Aeneas' videos on youTube, you can notice respectable amounts of kills whenever a 6 attack javelin and the back of an enemy unit are involved. I wouldn't feel confident in increasing the attack of javelins, especially if I think of what a couple of Peltastai can do with them. Consider also that javelin attack is already generally higher than in SP.
I do not agree with your statement that javelin troops should inflict some casualties to heavy infantry even when shooting from the front. Besides the fact that some men indeed drop when shooting from the front (not nearly as many as when shooting from the back, of course), the RTW engine fails in simulating one of the most important purposes of javelins, which is rendering shields useless. If a javelin gets stuck into a shield, it throws off balance the whole thing to the point that it's better to directly throw away the shield. This in turn would make the formation vulnerable to subsequent missile volleys. Unfortunately we can't simulate this fact, and we can't artificially bump the kill rate of javelins from the front either, so we're stuck with this (imperfect) solution.
If your point gets supported, though, I can consider an increase in ammunitions, which seems fair.
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