New Tactical Battle System
Interesting idea and good to see you guys are thinking laterally.
Personally I'm not convinced. It could feel pretty random and be difficult to plan your tactics unless you have a good understanding of who gets to move when (unless the UI is extremely helpful about this but not sure there would be the screen real estate).
This would mean that all squares have the same movement required (ie you couldn't have swamps which take two movement/action points to enter).
It means that you could take the slowest, heaviest, most damaging weapon you have (say giving -1 speed) and then so long as you can buff your speed with a few other things (horse, rings, boots, whatever) still end up with speed 3 or 4 and be able to hit multiple times for huge damage... where as the guy who takes a fast weapon which gives +1 speed but does less than half the damage can only hit 5 or 6 times (and is potentially open to more counter attacks).
To put another way it means that anything giving a buff to speed buffs moves, attacks and casting, while anything that gives a negative to speed debuffs everything. This is not real world and any mechanic which doesn't make at least a modicom of logical sense is a poor one to me (ie having Boots of Running or sitting on a horse lets me cast more spells in a round? how?!?).
I much prefer a solution given in another thread which went sort of like this (numbers made up on the spot and would need tweaking!):
All units get 100 action points per turn (perhaps with the ability to carry 10-20 unused over from last turn).
Moving a square uses base 30 action points
Attacking uses base 40 action points
Moving into swamp is 2 * move cost (ie 30 * 2 = 60)
Boots of Running make 0.6 * move cost (ie Boots of Speed plus Swamp = 30 * 2 * 0.6 = 36)
Attacking with a Two Handed Maul uses 1.8 attack cost (ie 40 * 1.8 = 72)
Wearing Gauntlets of Striking makes 0.75 attack cost (ie with two handed maul 40 * 1.8 * 0.75 = 54)
Casting a spell costs a base 40 action points but modified by 20% per level of the spell above or below the casters level (so a level 3 hero casting a level 6 spell it will take 40 * 1.6 = 64 points) - would need a lower limit on this or some tweaking to avoid level 9 heros being able to cast level 4 spells for free but you get the idea.
Retaliating could use up your action points for the next round, perhaps up to a limit and at a reduced cost?
I think a system like this would make a HUGE amount of real world sense plus allows for some much more meaningful modifiers (ie a big slow weapon only slows down your attack speed, unless it specifically says it also reduces your move speed too).
However it doesn't solve the initiative problem at all so some solution would still be needed for that. I can see it is also quite a large change as it means going from a single combat speed value to instead having 3 tactical speed multiplicative modifiers (one each for move, attack, casting) with 1 being normal for each and low numbers being better. This is potentially confusing, although the actual mechanics could be hidden behind a layer of more player friendly numbers (eg instead of saying 0.5 move modifier, say they move 2 times as fast).