However for 1.30:
Ceterum censeo - individual movement points per unit is a must have.
This one has only just started to annoy me recently... didn't bother me so much at first but lately it's driving me nuts... can see why it keeps getting brought up now. Would be great to see this one done in the near future.
I don't know. Just playing Devil's Advocate here so plz. don't flame me {lol}.
Example:
Army:
2 heroes {mounted, each has tireless march cast on them previously}
1 un-mounted infantry unit
2 units un-mounted archers
2 mounted units
Total Army movement : 4 { base movement restricted to speed of Foot troops + 2 Tireless March}
1 Hero heads off to Do Good {can move 4 tiles that round, subsequent rounds reverts to 5 moves {4 +1 T.M.}
2 Mounted Units turn back and head for another location {can move 4 units that round, 4 units on subsequent rounds}
Army General + 3 un-mounted units are left and move forward. They display 4/3 movement and can indeed move 4 tiles even though the Foot units are base 2 moves + 1 T.M. from Hero/General....
Next turn the Generals' army reverts to 3 moves as expected...
That's the only glitch I see with movement.
So, if I am thinking about what you guys are saying correctly, this example army should be able to move 4 units and then 1 hero could move 1 more tile separately or 2 heroes {both w/ tireless} could move 2 tiles more?
Bear with me here, and look at 2 separate situations. Two heroes {both mounted/both w/ Tireless March} can move 6 tiles in one turn. Say a turn is 48 "time units". So those 2 units can move 48/6 = 8 time units per tile at this "fast" speed.
They join up with some foot soldiers on the way to smash a Wildling lair.
Now, their movement is 4 tiles/turn. {Foot soldiers base = 2 + 2 (2 hero's T.M.s). So, their time units are 48/4=12 time units per tile at enchanted Foot speed.
This new army moves 4 tiles towards the lair, but the heroes decide to turn back and accelerate a new unit from a Fort that will help them defeat the Wildlings. They just expended 48 time units by marching with the Foot Troops, but now want extra time units to be able to move 2 tiles back towards a slow-moving foot unit coming to help them...
I guess you could say:
The Army moved 4 tiles {all plains}. The Foot troops used up 48 time units and rest until next turn. The Hero units used up {8 T.U.x4 tiles} 32 T.U. leaving 16 T.U. for their additional 2 Tile movement back towards the new unit. How?
Do we say, the heroes have Tireless March cast on them so they can ride through the night 2 Tiles w/o resting their horses?
Or, do we say, this Army is a unit w/ wagons, cooks, retainers, squires, peasants, etc. and when they move 4 Tiles as a UNIT their T.U.s are used up? No additional movements because they are joined up as a cohesive Army. Next, turn the Heroes can disengage from the Army as a whole, this takes time and coordination, they get 6 Tiles.
I know its a fantasy game but think of modern day military. A couple of Tanks and some humvees are heading for Iraq. They move together at the Tanks' pace. That night Capt. MacDonald tells the Humvee patrol to head over to a Shiite camp they spotted via Air Surveillance. So those guys jump in their Humvees and race out into the moon lit desert at 70 km/h to survey the camp....What did they do? Unpack a case of Red Bull and slug down a liter each?
They are not tired from driving 8 or more hours in 100 F desert terrain full fatigues and Kevlar vests, sweating bullets the whole way?
Back to Fantasy:
If the Foot troops marched additionally 2 tiles because of T.M. then isn't that enchantment "used up"? The Heroes no longer have that additional T.M. buff and 4 tiles mounted speed is what they are left with...
Help me understand the reasoning here.