I took a look at units that fare less well against inorganics. The following is the list. They range from those that only have minor handicaps against inorganics like the druid (cannot stun) to those that becomes completely ineffective like the priest. The total is 33 units, of which about 10 is rendered virtually completely useless by inorganics. The latter group also includes some very expensive units.
It seems to me that the list is too long. The game need to either:
1) reduce the list;
2) introduce some cheap units that are more effective against inorganics than organics;
3) modify the spells of the artificer;
4) some combination of the three above
Obviously there are many ways to implement this even if one agrees with my point of view. So I'll throw in some ideas to start the discussion rolling:
New Artificer: Remove spell to change units into inorganics. Limit range of healing inorganics to 3. Limit range of armor +1 for inorganics to 2. Add new spells:
a) Summon Flying Bomber (inorganic, flight, Life 2, 1 action. Explodes on death with damage 4. Skill: kill self)
b) Summon Tinman (inorganic, Life 4, power 3, 3 actions. attack adjacent, 1 action)
c) Summon Guardian (inorganic, Life 4, power 5, 2 actions. vigiliant. attack adjacent, 1 action)
[So it's mainly an inorganic unit generator and so fit its name better]
New unit Cyborg Master (350 pts):
inorganic, Life 5, Armor 2, power 5, 3 actions. Move and attack 3 sq away (same as footman) 1 action. spell: change unit into inorganic, range 1, 3 actions. spell: one inorganic unit gets +1 power for one turn, range 4
I am not very experienced in zatikon and would like to hear the views of more experienced players.
All mages except warlock, artificer, and alchemist