I don't even consider terrain for picking my battles since the terrain map mode makes my eyes hurt.
The EU2 map was clearly superior in this aspect. (

)
As for wipe outs, if you plan your armies properly you don't risk them since there will always be a second army in place to cover a retreat, or you selectively retreat before the month is up so that you can regain morale on the retreat.
I'm open to the suggestion that it's not an optimal tactic (especially since it's not clear to me what exactly the tactics modifier DOES), and it may explain some of the times I've been badly beaten without really understanding why, but it seems to me to be working just fine before infantry starts getting beefcaked around tech 20.
With IN I'd agree totally. All CAV has distinct advantages and is much more adept at handling itself, especially early.
HT³ totally turns that on it's head though...
INF gets an additional defensive modifier to begin with, making it much better a unit early.
The early fire values are changed, and though they make for a minimal jump in actual "fire" numbers, the cost to CAV in casualties is higher. Where I would lose a few hundred, I now lose a few thousand.
The combined forces bonus (CAV @ 50% of INF) is a no brainer. Any time CAV is less than 50% INF, you get a bonus, which is 25% I believe. It's a free gift I won't turn down.
CAV is set up to work
within the battle now as opposed to a separate army. Basically it takes what I used to do manually with all CAV and does it automatically within the battle itself.
CAV within the battle is designed for flanking. It has a movement of Two within the actual battle formation window compared to INF and ARTy having One. It's preferred placement is outside the lines of INF. This means in a formation, CAV can reach in from 2 squares away from the INF line. This means two max per side, which means a max of 4 CAV can flank a battle line at any given time.
Given equal numbers of INF, the army with 4K CAV has a decisive advantage:
_-_-I-I-I-I-I-I-I-I-_-_
-----------------------
C-C-I-I-I-I-I-I-I-I-C-C
Add ARTy in the back and you've got the makings of a slaughter.
I never have an army in HT³ that doesn't have 4K CAV on the outside of 8K INF minimum unless it's a small siege army. This is where the CAV can inflict the highest number of casualties, where their shock numbers work to greatest advantage due to some of the bonuses and penalties canceling out, an where they aren't in the direct line of INF fire in the formation.
If you go all CAV, you are forced to put more expensive, low fire troops in the front line highest casualty position. It simply is out classed there, especially on the attack against INF that have higher fire and higher damage infliction numbers due to having the inherent defense bonus. Not to mention the first phase of combat is the fire phase, which decreases your shock attack before you ever get a chance to use it.
When you add to that the movement of CAV reduced to 1 the same as INF, you end up with a unit that is ill equipped for the task, has a lower rate of fire, is handicapped by terrain penalties and is more expensive to lose.
Why waste the money on higher priced troops for the luxury of getting them killed by cheaper units that give better bonuses...?
Why give up the free bonuses for the "benefit" of losing more men...?
The issue is not that CAV
doesn't work.
The issue is that it's simply
inefficient and not
cost effective to use it.
Though I must admit... I do sorely miss being able to work the battlefield like I did in 3.2. The fact everything is internalized makes for a more "grand", sit back general type of affair, and I prefer the breaks of nitty gritty action that were the types of battles you got with IN. It was a welcome change of pace that gave that little bit of the frenetic pace to raise the old blood pressure a little...
T