aelf
Ashen One
I think the commander system is a great addition and add flexibility to the 1UPT paradigm, relieving the sliding puzzle aspect of unit movement to a significant extent. It does add some micromanagement to combat and movement, but it is mostly interesting and may be thought of as maneuvering. But it can still be tedious at times, and I think this can be mitigated by some simple changes to how the commander works.
For one, why not allow the commander to issue commands or deploy units when they have no movement left? I don't see any gameplay reason for this rule. It just makes it more tedious to micromanage because you have to make sure to do everything before spending the commander's last movement.
A related issue that could be a bug is commanders seem to run out of movement after entering an enemy unit's zone of control, whereas units would not run out of movement but only be unable to move away on the same turn. If this isn't a bug, I think it should be changed so the commander works like normal units in this regard.
For one, why not allow the commander to issue commands or deploy units when they have no movement left? I don't see any gameplay reason for this rule. It just makes it more tedious to micromanage because you have to make sure to do everything before spending the commander's last movement.
A related issue that could be a bug is commanders seem to run out of movement after entering an enemy unit's zone of control, whereas units would not run out of movement but only be unable to move away on the same turn. If this isn't a bug, I think it should be changed so the commander works like normal units in this regard.