I hear all these things about how Strength is the best stat, and that it needs to be nerfed. But does it really?
I think what needs to be nerfed is a Melee unit able to move 10 tiles on the first round of combat and kill a caster EVEN IF ITS BEHIND A DEFENSIVE LINE.
Near turn 200, my sovereign can not only move twice at the beginning of the battle, but also move 10 tiles each time. (granted he IS on a horse)
Still, the ability to move 'around' the first line of units, on the first round of combat no less, makes ranged combat a non-issue.
Regardless of how good (or bad) ranged weapons are, if the distance can be closed before the battle begins, it has no use whatsoever.
The answer, however, is NOT to nerf strength, or necessarily to boost ranged ... but to just SLOW UNITS DOWN.
Basic Units:
regular units-> 1 base movement.
Zone of Control-> more powerful (cannot leave ZoC period. until ZoC unit is dead)
Ways to Increase movement
(Various Equipment) -> +1 move, non-stacking
(Mount) -> +2 move, does NOT stack with equipment bonuses. Also, mounted units do NOT HAVE Zones of Control.
(Mounted Equipment) -> magical horseshoes etc. Stacks with mounted move bonus (+1). Only affects units with mounts. (or affects mount itself)
Traits/Spells/Weapon effects-> DONT affect movement. Only affect Initiative, Dex, Dodge, etc
End Result
-> Melee/Ranged/Casters 2 movement max (1 base)
-> Mounted units 4 movement max (3 base) -> 4 max 'passive' movement. increased with the activated 'charge' ability discussed below
Mounted Units
-> Can use the 'charge' ability (+1 move, +4 strength, -2 dex (for that round/attack) ... can use once every 4 rounds)
-> Do NOT have zones of control
-> Can exit zones of control (only unit-type able to do so), yet still stops moving when entering a new ZoC. Enemy gets an 'attack of opportunity' when a cavalry unit exits a ZoC (but some mounted units have dodge bonuses against Attacks of Opportunity)
Path of the Cavalier-> +5 strength during a Charge, +3 dodge
Sally Forth-> +1 move during a charge (while mounted)
Unstoppable Force-> charge knocks an opponent down, and lowers their initiative by 4 (for either rest of the battle or next 3 rounds)
Bruiser -> Ignores defense during a charge
Mobile Cunning -> +10 dodge vs attacks of Opportunity (or +4 dodge, +0.5 dodge per level vs Attacks of Opportunity)
Trail Blazer -> Ignores Zones of Control (but not their attacks of opportunity)
Path of the Nomad-> +5 Dexterity while Mounted
Horse Archer Mastery -> No penalty to short bows while mounted. Can use composite bows while mounted, but at a penalty (if there isn't a penalty, there should be. and no longbows on horses. Only short-bows and composite bows should be on horses, and at a penalty to start with)
*short bows should also probably have a range-limit
Point Blank shot -> requires either Horse Archer Mastery or Path of the Archer. ignores enemy defense at point blank range (for bows)
Hit and Run -> requires path of the Nomad. can move, attack, and move again IF there is movement left over.
Charge on melee (non mounted) units
'berserker trait' may charge into an enemy unit if near one. Will not do so if inside an enemy's Zone of Control. randomly activates, yet uses the 'mounted' charge ability while charging. Sally Forth does not affect it however, since the berserker trait only activates charge while dismounted.
'Athlete' trait -> may use the charge ability if Encumbrance is under 25% (under 10%?)