In light of recent discussions, I've been thinking about the topic of cycle charging and how historical Total Wars handled it. If any of you have played older TW games, you know that to get an effective charge, you must give the attack order way in advance. There is a minimum amount of time that is required for the unit to achieve full charge speed and charge bonus (CB). In M2TW for example, this is visually represented when knights switch from their close quarter weapons (swords, maces, etc) to their charging weapons (lances, etc). This older system encourages players to make decisions preemptively when giving the attack order to get the best results as an early attack commitment gives better result than a late one.
In Warhammer, your units charge the moment you give an attack order -- and while they do not reach top speed for the strongest impact -- they still get their full CB. As you already know, CB is added to your WS and MA upon impact. An idea I've seen thrown around is to linearly increase a unit's CB (from 0) when an attack order is given, similar to how CB functions after entering combat (where it linearly decrease to 0 after 10 seconds). My suggestions is
- For SEM -- takes 5 seconds for it to reach its max CB after the attack order is given, starting from 0, increasing linearly every 0.5 seconds (so +CB/10 every 0.5 s)
- For other large including cav, monsterous infantry, etc -- takes 2.5 seconds to reach max CB with 0.5 s intervals (so +CB/5 every 0.5 s)
- For small entities -- take 1 second to reach max CB (+CB/2 every 0.5 s)
With this system, it will take longer to setup effective cycle charging, especially for SEM, as the unit must be pull a sufficient distance away for it to build up momentum and increase CB to reap the full benefits of cycle charging.