@ FrankenGraphics
Yep, BMO helped me out when I was figuring out how to control multiple mechs on the screen and switch control between them. I might need him again in the future

Great point on the one tile units. Once I have a working AI I will create more unit types I will try it out. I like the idea of flying units with a shadow. It also depends on how much memory I've left to keep track of them.
btw if you press select in the title screen you can see the animation of the unit types (b toggles types, a makes them move).
On the subject of AI, this is going to be my logic:
; 1 select the most attractive player controlled target
; consider all player units
; lowest score wins:
; (100-ranged attack hit probability) + target hp + distance
;
; 2 determine available options
; - ranged attack 1 on target
; - ranged attack 2 on target
; - close combat on target
; - charge target
; - move / pivot towards attack position on target (this is complex)
; - cool down
; - move towards defensive position (this is complex)
;
; 3 score all available options
; - based on relevant factors (AP, HP, expected DMG etc)
;
; 4 some randomness: pick best option 70%, second best 20%, third best 10%
The challenge is to minimize the number of times that you need expensive subroutines such as calculating the
shortest path and calculating if there is line of sight.
So for example, once the AI decides that the best available action is to move to an offensive position, the AI will need to find a grid node that puts the AI controlled unit close enough to the target that it's within its range, has line of sight to the target and is reachable from the AI units current position.
Would appreciate any insights folks have to offer