At now it didn't bother me. It's normal to not catch skirmishers if we make the charge from too far. But what is missing is an easier mean to know that we are about to charge a skirmisher, and not other kind of unit, so we know that the counter may evade the charge..GShock112 wrote:if you charge skirmishers from far you probably aren't gonna catch them... which leaves the cav exposed to be shot or charged in turn. The extra APs are very useful for maneuverability (turning) because they make the charge come from farther not because of distance but because thanks to them you can avoid the zones of control... which is nearly impossible in big battles.
Lol, it's the reverse for me:My simulation idea is that those extra APs are extra speed not to cover distance but to manouver
I think in battle the cavalry is good, it's normal to be slowed. What is missing is to cover distance more easily when not in combat.
But I don't have so many battles fought.. Maybe later I'll feel like you.
Sorry I don't well enough speak english:rbodleyscott wrote:I wasn't clear what condition ERISS wanted to add.
"If the cavalry was not harmed this turn nor did a battle action, then in the end of its normal movement (impossible to move farther) it has 4AP bonus to continue its movement (and it can't be used to attack)." (hope it's more clear)