Yeah, fully agree with you here. Tactical combat needs to be forced as soon as a volley is fired. The original volley from the archers should alos count as their first turn in the tactical battle. So the attacking player only gets to move their melee fighters in their first turn.
not sure I agree here.. archers should have the chance to fade away.. guerrilla style, this allows for interesting strategies..
I like the idea that faster ranged units could reek havoc on a for that relied strictly on slower higher offensive/defense units.. this provides for more depth think fast moving longbow unit vs full blown knight in armor..
Should the archers of the defending side get a retaliate attack on the strategic arrow volley?
yes they should that could also be used to pin down the attacking force (i.e. slowing them down so escape is less likely) this would allow for earlier mention units of knights escorted by faster archer or even light cavalry to engage eliminate them pesky archers..
as far as monsters on the map go the simply need to either fiercely chase down any unit that attacks them .. up to and including into cities.. or they need to run away.. that or perhaps have a chance to get a temp speed bonus when faced with annoying run in, sting and run out units.. call it an enrage option where for one move they get bonus movement... ) conversely when a unit with a lower combat rating attacks one with a higher combat rating add a defensive damage mitigation bonus based on difference....
just brainstorming here..