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Incorrect assessment of the effectiveness of the "Charge" skill.
"Charge" doubles initiative for 3 turns, while spending one turn on activation.
That is, a stack that uses "Charge" at time 0 will move at times 0.5, 1, and 1.5 (while a stack without "Charge" will move at 0, 1, and 2).
To constantly benefit from "Charge," you need to renew its activation every third turn.
That is, the maximum acceleration with "Charge" is +33% initiative (2 out of 3 effective turns versus 1.5).
It is beneficial when "Charge" is used instead of waiting, when losing a turn is not critical. But if the battle has already begun, losing a turn for activation is a significant disadvantage.
Let's say this: if "Charge" lasted only 2 turns instead of 3, it would essentially be an enhanced waiting mechanic and nothing more (in some situations, there would be no gain in initiative due to skipping a turn).
3 turns is the minimum duration for "Charge" to be advantageous not only as a waiting mechanic but also as a way to increase initiative.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат