Making Tactical combat not annoying
1 speed up animations
2 highighting target before clicking to attack
3 hexes (I know it won't happen, but the choice of tiles looks silly to any wargamer)
4 archers should have chances to hit based on skill vs distance
5 solve the bug that makes the player click a million times before the unit performs the action
6 AI should try to go for a kill: better to kill a weak unit than wound a stronger one - better to go for the hero than for a regular warrior
7 AI archers should shoot and move sometimes but NEVER MOVE FORWARD
8 AI should not always go for the enemy right in front of them or try to catch someone faster than them unless he is the last unit left
9 REMOVE THE FEATURE THAT MAKES AUTO-FIGHT COSTING ONE MOVEMENT POINT (I don't want to be forced to fight a easy\boring battle otherwise I lose a MP, the point of autofight is precisely NOT to be annoyed)
10 remove the ability to regenerate mana or hit points during a fight: makes no sense that unit can only do that while fighting and can't during a regulat inactive turn - Besides players exploit the AI with that, running away to recover more, instead then fighting)
11 When a unit is on a terrain that gives a bonus that bonus should be immediately visible without having to pass the mouse on the tile
12 Not all magic casters should be able to cast all spells available to the sovreign, they should specialize more (using specific items or just having a random selection of spells based on the sovreign's spellbook and getting more with experience.)
13 AI should concentrate all attacks to kill a specific unit then go for the next
14 Turns should be based on initiative or each side can only move one unit, then the other side chooses which one to move. As it is now attackers have too much an advantage.
15 I suggest to take a look at the variey of battle spells and skills present in the Heroes of Might and Magic series. They all very useful and different from each other.
16 If the AI has missile units (or magic casters)and the player does not, or if it has an advantage from that point of view the AI should retard the beginning of the melee as much as possible, by not making its infantry advance.
17 When I attack the AI it moves its troops until they are right in front of me so that I have the advantage to initiate the fight. Why does it do that? The only reason to advance so desperately would be if the enemy is peppering you with arrows or spells! If the AI is defending let it WAIT for me to advance!
18 It would be nice to be able to move my units without having to wait for the animation of the previous move to end. IE: I click on a unit, click on the destination and the unit starts moving THEN while it is still moving I should be able to click on a second unit to its destination and seeing that one too starting to move before the first one has reached its position. Very useful if I have to move a large number of units.