Same here. I would like to note, however that one of my galleons almost killed a pair of sky knights when the outpost was attacked. If it had focused on just one, that sky knight would've died.
Yes, it'd be nice if our soldiers had at least a minor degree of tactical sense. I appreciate that'd get quite difficult to implement though.
Considering what Doomblade's troops once did, there is the possibility that they already do, somewhat.
They don't at the moment. And it would be quite easy to do (just have the army all try to attack the same unit in their frontmost tile each turn). I am pretty sure that it was a choice on Vanigo's part to have the armies randomly attack units each turn.
Re edits: I quite like lemon10's suggestions.
Same here. I would like to note, however that one of my galleons almost killed a pair of sky knights when the outpost was attacked. If it had focused on just one, that sky knight would've died.
Sky knights aren't that strong in combat compared to equal cost/strength units, the big thing they have is the massive mobility and versatility. The fact that they can act as both armies and navies, and alternate in any single turn is what makes them so strong.
The big thing that I used them for wasn't equal combat, but rather as fast amphibious units, able to travel very fast and go from land->water->land (requiring at least three turns for regular units if you lack a city there, as well as being open to interdiction from hostile boats). This allows them to easily run over and take down remote outposts.
And even on land they are slightly better then regular Calvary since they don't need roads (not a huge thing by the time that you get them, but still a decent advantage).
While they aren't super strong compared to boats in naval combat (about as strong as a galleon), they can easily evade or catch navies since they can go over land.
Thus they either require large nerfs to their mobility and versatility, or a fairly large raw strength nerf (and they aren't really that strong compared to units in their group anyways, so a strength nerf would risk just making them irrelevant).