The funny thing is, Tactics II works in favour of the enemy as well if you don't place your untis carefully. They can get to you in one turn if you put units right at the front, so be aware of that when using it, heh.
i think in sieges as always have been the archers shoot over the walls in an arc towards the enemy. that's why you get a 50% reduction in damage as oppose to shooting directly in a line. it's not shown graphically but it would be cool if they included an animation of archers shooting arrows up and over the walls.
as a side note, why cant you see where the enemy is when using tactics. how can you rush archers or indeed avoid kappas if you cant see where they are. that almost renders that skill useless except probably in duels.
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by abe70280:
As a side note, why cant you see where the enemy is when using tactics. how can you rush archers or indeed avoid kappas if you cant see where they are. that almost renders that skill useless except probably in duels. </div></BLOCKQUOTE>
The resultant ease with which you could manage such things is probably one of the reasons why you can't use Tactics to see the enemy deployment ahead of time. It may also be code-related, however as I haven't access to same I can't prove that.
I, too, sometimes find it boring to keep setting my army up at the start of each fight, however I tend to find it a small price to pay for being able to surround my shooters and/or healers without having to waste a lot of unit turns moving into position during the fight.