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回報翻譯問題
So just skip turn, move defensive units in front of your archers, then fire next turn after they moved. You get punished a bit for forcing them to come to you and thats fair. I don't see why someone should have to rush you and get shot at close range and you have no disadvantage. This game also has the "deadly range" mechanic, and wait alongside this mechanic would be absolutely ♥♥♥♥♥♥♥ broken. If you want to just sit there and kill everything before it reaches you, get someone to mod in your wait button for singleplayer.
You do not need to make attacks in the first round of combat. Many powerful ranged units have to reload, and all ranged units lose damage if they move the same round they shoot, so you often do more damage setting up a position on round 1 and waiting until round 2 to shoot. Likewise, baiting in the enemy's advance on round 1 so that your melee can alpha strike on round 2 is a reliably good move.
Some wielders are fantastic casters, and if you get Essence Surge & some upgrades / towers around the map they can start a combat w/ a lot of magic. I've had Knights chaos step to get several hexes up the board, charge and alpha strike a priority target, and then been able to veil them from attacks in mist, all on round 1. This isn't the sort of amazing combo you can pull off in the early game, but the fact that it becomes possible in the late game is one of the things that makes this game so fun.
Yes, being able to wait at your spawning point and get 2 turns in a row can be even more powerful than just getting to go first each turn, which is why it's an ability some late game units have, but it's hardly necessary to make a fast unit good. Fast units are already very good.