Thing is in 1v1 battles their no room for real tactical maneuvers.
That's an ironic perspective when the limitations are for the most part imposed by the realism of the simulation. I'm not saying it's entirely realistic, but the combat modifiers are based in realism as are the movement speeds. You could argue that the Cav Archer should move faster, but it doesn't expressly to set up the tactic of the Yari Cav being a counter unit to the Cav Archer. The range of projectiles and rate of fatigue was chosen by the designer to simulate a somewhat larger battle. We can't change the rate of fatigue, although, we did increase the walking speed of the slowest unit to help compensate for the larger maps. We did experiment with longer ranges for the ranged weapons, and we found that it degraded the playbalance between melee and shooting. The combat resolution time is designed to allow for local superiority to succeed if support units are not within a certain distance.
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