Also agreed.
The idea of moral and unit effectiveness was a big part of my thread on persistant status effects. Magic (or unit abilities) should have the potiential to place poison, insanity, (possibly domination effects by an enemy) that persist even after a battle and have strategic consequences for a surviving unit after a battle. Units that have a break in moral and sucessfully flee the battle, would remain on the strategic map, and may be rallied by a nearby friendly hero. Insane units may go berzerk and attack friendly units or towns, or may just wander off being outside of the "control" of their soveriegn. Dominated units could be used by the oppossing soveriegn until the domination effect was broken, or wore off. Additionally, movement on the strategic map should be also determined by the relative " health" and rest levels of the units. ( Wounded or fatiqued units will move slower ).
All of these types of persistant unit "status" effects would have an effect strategically. But none of it would matter if the "tactical" portion of the game is not well thought out. Having the ability to have units "retreat" off the tactical battlefield should also be allowed. Many times in historical ( and fantasy) battles, a few units engaged with a superior enemy, wuold sacrifice themselves to allow other units to "escape" to fight another day. Terrain should be a "big" factor..... Think of the movie "600" where a small elite force used a natural "Terrain" bottleneck to hold off an army that was over 1000x it's size.
The other major issues for any tactical "combat" would be the various uses of combined arms..... Elite armored Hoplites or pikeman (with sufficent "ranks" are nearly immovable and unstoppable from the front, but weaker on the flanks and very weak from behind.) Also they move slowly. Calvary moves quickly, and can attack infantry from the sides or rear where it is weaker due to their mobility. Calvery is weak against misslefire ( but relies on it's speed to outrun it) and is weak against immovable blocks of infantry if it attacks infantry from the front. Calvery can detroy archers quickly if they can close to melee range. Archers are weak in melee combat, but can weaken enemy infantry ranks in range ( especially more lightly armored infantry) and can decimate calvery that remain()s in it's effective range. Archers are generally as fast, or faster than infantry in movement, due to lighter armor. Artillery ( Balisticas, Trebuchet's, catapults ) are very slow moving, but are excellect at siege warfare, or punching big holes in enemy lines. They definately are vulnerable to anything else at close range.
V
ieuxchat, you definately have the right idea. The Tactical combat ( and how it effects the overall strategic situation) will have a very big impact on whether EWOM is a truely "great" game or just another "coulda been a great" game.
Rich