Quoting VR_IronMana, reply 4
Quoting Tourresh, reply 3Most tactical combat games that allow this type of combat will allow attacked units to retaliate so you can't exploit the movement difference so much.
Yeah, in fact, it was a special trait in HoMM if a unit prevented any retaliation. Otherwise, you took a hit after giving one in Melee and I think in range if you attacked a ranged target (i.e. an archer attacking another ranged unit)
More to the point, I believe HoMM implemented exactly the mechanic that I mentioned in my post above -- once you attack, you are considered engaged with the enemy and cannot move that turn. Or maybe it was that if you moved away from an adjacent enemy, they got a free attack as you walked away. Either way, something needs to be done, and if counter-attacking is not implemented, then disallowing movement after an attack would seem to be necessary.
Well HoMM 5 had units that would hit then return to their original square (which was also a special trait). I think the unit I'm thinking of, Blood Fury in Dungeon towns, had both strike and return AND no retaliation. In Elemental, that would take 3 combat moves - one to get there, one to attack, one to move away.
Otherwise, yeah, most units had 1 move and 1 attack and got 1 counter attack (unless, again, another special trait that allowed unlimited retaliations) per turn and had no movement after attacking (again barring traits)
And yeah, I think at least one version gave the free attack if you walked away from a melee unit.