Froz
Posts: 6
Joined: 3/31/2016 Status: offline
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I agree that the current mechanics are not the best, especially as it's so unclear how it works. In my recent game I was fighting lvl 3 general with my lvl 5 general. I was defending. On the first turn, I passed my initiative up till it was 0, while enemy still had 10. Next turn, surprise, he got to move first! :D This was really wierd. Bigger issue to me is something different though. It's true that usually when enemy has the end of one turn, you get the beginning of the next turn, so it kind of balances it out, except of one thing - disruption, especially of cavalry units. Cavalry that is attacking later in the turn is very often going to have more bonuses then the cavalry of the higher initiative side. That's because it will get bonus for attacking tired cavalry and possibly another bonus if the defending cavalry was disrupted. It doesn't work the other way around, as disruption is cancelled at the beginning of the turn - so enemy cavalry disrupted by attacking you have a high chance to get disruption cancelled before you can counterattack. This happens a lot, as cavalry has a bonus to cancel disruption at the start of turn. It often means that you either should not use your cavalry to attack or take high risk, that enemy will kill or at least route you after you made your attack. In general I have to say I don't like how cancelling disruption works. Maybe it would be better if instead of once per turn for everyone, it would be some small chance after each action on the battlefield (with similar modifiers to the current ones). Alternatively it could work similarly to getting back routed units, but during the battle. Double click on disrupted unit and you use one action to try getting it back in shape. Of course there would have to be be more actions for both sides each turn available.
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