@Marindor
There's a major issue with the new battle AI. Here are two examples:
1) Battle setup is like this: 2 empty hexes, 1 hex occupied by a squad of Elven Archers, 3 more empty hexes, 1 hex occupied by a squad of Swamp Monsters
What happens: The Swamp Monsters move 1 (ONE!) hex towards the Archers. When my turn comes I move the Archers 1 hex back and shoot. Next the Swamp Monsters again move 1 (ONE!) hex towards the Archers. When my turn comes I again move the Archers 1 hex back and shoot. Next the Swamp Monsters for the third time move 1 (ONE!) hex towards the Archers. Then my Archers finish them off
2) Battle setup is like this: 1 empty hex, 1 hex occupied by a squad of Sacred Priests, 4 more empty hexes, 1 hex occupied by a squad of Swamp Monsters
What happens: The Swamp Monsters move 1 (ONE!) hex towards the Priests. When my turn comes I move the Priests 1 hex back and shoot. Next the Swamp Monsters again move 1 (ONE!) hex towards the Priests. When my turn comes my Priests finish off the Swamp Monsters.
This behavior (moving one hex instead of two even though there's nothing preventing the enemy from moving 2 hexes) makes NO SENSE! If it was a ranged unit, such as Archers or Crossbowmen, maybe it would make sense in some cases. But for a melee-only unit such as Swamp Monsters and Treants, it makes no sense and leads to increased losses for Heavy Melee (and possibly Light Melee) troops. It's especially stupid against Priests, as moving 1 space leaves the Swamp Monsters still 3 hexes away, so they would not be able to attack the Priests next turn.
Could you please check with the people responsible if this Artifcicial Idiocy is intended? And if yes - what is the logic behind such dumb moves?
For the record, this issue is present both on Beta and on Live, and both in tournaments and in provinces.