Hey guys, wasn't sure where to put this and if you would even consider strange (?) AI behavior a bug. But better state here than to simply ignore it. And if it isn't a bug from your point of view, it's at least a reference for other players. First of all, I was once told by some (at that point in time) more experienced player (can't tell anymore who it was exactly) that the AI never uses step-attack cards simply for movement (e.g. leaving terrain) and will only play them if your char is in reach. And all my own campaign sessions fully confirm this statement. But today, the impossible happened: I was farming the LF in Shrine of the Astral Guardians and on map two (with the three pawns and the two rooks) one of the pawns lunging striked to my chars but canceled the actual strike. I have a clipped log and will attach it tomorrow after scanning it for any sensitive data and cutting it down to the important lines (I don't want to miss the LF the second time). Anyways, the context for this action was that my two chars were both one field from the pawn so I guess playing the card was a acceptable decision by the AI, but the pawn was clumsy and from the field the pawn lunged to one of my chars was behind and the other was in front of it (but both in adjacent cells). The char in its back had less HP (same class/race) so I assume (the log doesn't show this or I'm just not seeing this detail) that the AI wanted to strike the char with less HP but because this char being behind after the lunging and the clumsiness, the AI wasn't able to strike the desired target. So Karen decided to not attack any of my chars. So there are two aspects, I'm not sure if they should be that way: 1. Playing the card in the first place. Ok, even human players miss attachments so I guess it's fine for the AI to be a bit stupid, too. How often has the AI killed itself in a situation where almost every human player could have predicted the AI's loss before even playing the final card (e.g. Radiation Pulse while all chars are near each other and all are at or under 5 HP, or playing an Unholy Wellspring on a (really) low HP char). I assume the AI would even try to play a Step-2-attack while encumbered when the opponent's char is in Step-2-distance and then would have to cancel the attack, too. 2. Canceling the attack instead of just hitting the available char if the desired target got unavailable. For every human player a step attack is a two-phase card: After selecting the card, you first do the movement and decide where to step to, after the step is executed you are given the option to select the target of the actual attack or to cancel. The problem that arose in my play probably was that the AI had made one decision that included both the step location and the attack target (not taking into account the clumsiness). Therefore I conclude, that for AI a step card is an atomic one-phase operation. Then the game evaluated the AI's decision and saw that this wasn't possible and, hence, executed the step but canceled the attack. Forgetting about an attachment can happen to experienced players but not hitting any (!) available char just because the original target got out of reach is something no player would do. Or has the AI finally learned how to cancel a step attack on purpose??? Any comments on this from other players or devs?