I've been noticing a recurring problem with cavalry charges. Namely, if the enemy unit is three lines away from a cavalry unit and moves forward one line, that friendly cavalry unit will move forward two lines and hit the enemy without charging. It seems particularly common when fighting monsters/undead for some reason, but happens in normal battles too. From a common sense perspective, it's a bit off. Cavalry don't just wander forward until they walk into an enemy unit; they'll see the enemy from a distance and charge into them.
An example from a recent battle:
(47-P) (22-I) (21-I)
(21-C) (23-I) (5-I)
(16-I) EMPTY (2-I)
(17-I) LINE (15-I)
(60-I) (34-I)
(11-A) (32-I)
(21-I) (11-S)
Personal Bodyguard (6) ride on, closing in on the defenders.
Broken Crowns (1), Peasant Militia (5), Copper Guard (2), Zarius Zurelions (9), Iron Guard (4), Secret Pumas (7) and Front Liners (3) advance towards the enemy.
Knights Of Anhanger (11), Royal Caesarion Greatswordsmen (12), Chosen Meliorist Swordsmen (10), ~~V~~ (16), The Wolves (15), The Cohort of Purification (14) and The Cobalt Guard (13) advance towards the enemy.
Close Combat (Center Line):
Personal Bodyguard (6) score 314 hits on The Cobalt Guard (13). - That's definitely not charge damage from a 420 CS cavalry unit.
Could a change be implemented that makes cavalry move last, so the game can determine if enemy units will be in charge range this battle turn and so allow cavalry to charge, rather than walking into the enemy and doing a normal attack.