List of things to try:
- The Campaign Dragon's survivability versus various amounts of Hunters and Grenadiers. How weak is it without any survivability upgrades?
- Variations on the Armour’s short-sharp Shock Skill versus various-sized groups of Infantry units - is it a suicidal and weak skill, or quite powerful?
- Can Battleships launch Nukes when cloaked by a zeppelin?
- If a Zeppelin uses its AoE Cloak skill just as a nuke (Imp Bunker Buster) is launched, is the nuke invisible? EDIT: Preliminary test seems to suggest that no, the nuke doesn't get cloaked.
- Do Imp Fighter cards increase the chance of winning an auto-resolve battle even when no air units exist?
- What is the effective Radius of Grenadiers Enhanced Explosives upgrade? (Test on units that can't attack, like Shamans or self-destruct-mode Troopers)?
- What is the effective radius of the Enhanced Explosives upgrade for Balloon Bombers.
- Balloon Bombers vs Hunters – but with Bombers Enhanced Explosives researched – I tried equal supply, but forgot that the Hunters had an upgrade and the bombers did not.
- On the army matchup screen – can you mouseover the units and see what upgrades they have available?
- What abilities can units cast while under the Zeppelin’s invisibility? Test every single skill.
- Can the Shaman's Charm skill cancel out an enemy Shaman's Charm? It should! Can the Aegis skill shield from Charm?
- Troopers Spoils of war upgrade: Can you cast it on buildings from a distance or do you need to be up close? I had trouble with this in a skirmish mode. EDIT: It seems to work fine.
- The Zeppelin – use it in a mix of units to see how well Mustard gas works, and see if having it in a group lets it live longer.
- Cloaking units which are engaged in combat – do they keep firing, or do they automatically stop?
I'll update this list with results as I get around to them, or you can try them yourselves and see how these work.