OK I'm currently playing a game with Irane and I'm able to give her an initiative of 30 and she's going up against soldiers with an initiative of 16 so you'd think I'd get alot of extra turns as I pretty much have double their initiatve. Not so unfortunately.
But the game does something weird with the turns too. In the first turn the turn order indicates that Irane (me) will get 3 turns in a row so I take my first turn and immediately the turn order changes - I lose all my extra turns and instead all the units get one turn each. The only benefit I get from having a vastly superior initiative is that I get to go first each round. I know initiative was heavily nerfed to hose kiting but this feels like too much - taking 3 turns in a row was pretty strong but I think lightly armoured skirmishing units should be allowed to take 2 turns to an opponents 1 if their inititiative is high enough, otherwise where is the benefit to investing heavily in initiative?
Lightly armoured units should be much faster than heavily armoured units - they're trading surviverability for speed. Unfortunately I feel this game is drifting to whoever can equip the heaviest armour wins.
But even worse, initiative isn't even clear either - sometimes I get 2 turns to an opponents one (never 3 anymore) but it's never clear. How exactly do they work this out? All I know is that I see the turn order for Irane drop from 3 moves in a row to 1, which is very annoying - I might as well just slap on full platemail
What do the rest of you guys think?