I wasn't planning on using max hit points.
I think that this is a good idea, but, just to play devil's advocate (more), here's a(n obscenely expensive) unit that could exploit the lack of max HP.Armageddon
Combat=400 ---- Combat Cost=1200
Defense=400 ---- Defense Cost=1200 (Is there a defense limit? I haven't seen one, so I assume it's the same as Combat, 2x HP)
Move=30 ----Move Cost=30
HP=200 ---- HP Cost=400
And, because it makes virtually no difference to the unit cost at such insane levels, I'll just add every special under the sun.
So, 23 Disciplines of Casting (120), Flight (10), Tunneling (10), Archery (5), Mountain Capable (5)(to deal with those pesky Level 3 Mountains), Dance-Fighting (10), Siege (5), and Fire (5).
Comes out to a nice, even 3000. But, while it may take 50 or more turns to produce, what will counter it? Another, more powerful super-unit? (Though, hopefully, people would be sane enough not to listen to nutjobs like me, which would stop them from even opening this Pandora's box.)
On the other hand, the problem with setting a max HP is that every side will make a unit with maxed-out stats. Just look at all the 30 (the maximum) Hits, 45 (the maximum) Attack, 5 (the maximum) Defense units in The Battle for Gobwin Bump. Is there a way to get out of this dilemma?
"The Infantrymen of Erfworld have nothing to lose but their chains. They have Erfworld to win. Infantry of all sides: Unite!"--Kawl Mawx, Master-class Moneymancer