Quote:Infantry might have the advantage of being inexpensive, but if you equip (and train) them with more weapons, then they can be better against other types of targets. Everything is a variable - infantry when equipped with proper shields can largely nullify archers. Arm them with pikes and spears and they can get the 'initial strike' in against the horsemen, weakening the mounted troops before the actual engagement.
What you are edging towards here is acutally a complex RPS system. It can be done with 9 types (its the simpelest, not the smallest number though), but it is easier to break it up into 3 groups of 3.
For example:
You have 3 groups: Call them A, B and C.
In each group you also have a group of 3: Called 1, 2 and 3. This gives you a unit total of A1, A2, A3, B1, B2, B3, C1, C2 and C3.
Thay will have this SPR relationship (it can help if you draw it out on paper):
A1 beats B1, B2, A2 and C3
A2 beats B1, B2, B3 and A3
A3 beats B2, C1, C3 adn A1
B1 beats C1, C2, B2 and A3
B2 beats C1, C2, C3 and B3
B3 beats C2, A1, A3 adn B1
C1 beats A1, A2, C2 and B3
C2 beats A1, A2, A3 and C3
C3 beats A2, B1, B3 adn C1
Instead of being unique units, each type could be a specific weapons and equipment load out.
This, being a symetrical configureation, is the easiets to describe and understand, but not nessesarily the most interesting.
A system like this has been used in games before. The game "Homeworld" used a system similar to this (it was almost the same, except it had a just broken symetery to it).
The advantage of this kind of system is that it gives the player a choice between several almost equivelent options. They are almost equivalent because they do have different units that would be able to beat them. It gives a more dynamic interaction, overall.