I'm going to have to agree with most of the combat speed posting. I partly like it, and partly hate it. Combining movement and combat in a logical fashion so that you don't move ten spaces and have your one attack round, then not move at all the next turn, to still have just your one attack round. This is an excellently stupid design flaw to excise. I'll miss it not in the slightest.
However, there shouldn't be a speed that determines how many moves you have. You should have a static number of moves per turn, possibly with ways to increase it. Combat speed should be how many attacks you can do with one move. Then you should have another speed for your traveling rate. The guy with two swords and a horse would both move and fight twice as fast, but one or the other would only change one aspect, not both. It's an absurdity to be simplifying it so much after opening up unit design so much. I'm going to start having nightmares about Spore, where you evolve your creature up from a single celled organism to have a generic attack behavior in the end.
I would rather have no retreating at all than a retreat button that ends combat, and an RNG decides which units get away and which don't, and how much damage they take in the process.
I wonder if worshiping pigeons would get me in trouble with the folks...
It can't be stated enough, with the exception of a post that gets me banned perhaps. I HATE, with an undying fury, those god forsaken systems that randomly nuke your units for you. I'd rather cut my balls off, roast them on a spit, and eat them.
The problem I had in Rome: Total War, is that to harry the enemy, or charge in, strike, and retreat, meant you 'lost' and lost your morale, and it was counted as a 'failure' as you as a leader, even if you eventually destroyed the approaching army through superior tactics. That sucks.
This isn't a problem. It isn't even a problem in RTW, although you have to take advantage of the design to do it. In RTW, where there is no method for handling this, you simply don't use a general in a harrying force. It's quite the simple matter to send in a fleet of cavalry archers, wardogs, or other excellent troops, rape the shit out of some stuff, and then get the fuck out of Dodge. Your units will gain the appropriate rewards for their raping, and whatever unit was the "command" gets tagged with any potential leadership hangups for cowardice. When you get one of them nuked, you stick em in a real army with a commander that will supersede them.
Circumventing it entirely in elemental isn't an issue at all. If your ambush or whatever is successful, you'll have had favorable results when you retreated. A retreat with favorable results shouldn't be marked down as cowardice. The TW system has multiple oversights of a preposterously obvious nature, leadership penalties that are awarded irrespective of results are one of them.