Eh. It might not be optimal, but at least it's interesting.
Sadly I don't think ranged mounted combat is a thing. Only thing more hilarious than blasting things with a spell and a volley of arrows in the same turn is doing it while mounted on a dragon that has 60 feet of movement per turn.
Though it's probably a bad idea, considering that I've observed that mounted combat currently involves merging the animal companion and rider's turns into one, so you can't do something like, say, move using the animal companion's turn and still get full attacks with the rider. Having Seelah riding her mount in combat came with a significant downside in that her mount lost the ability to trip enemies while she was riding it (assuming you built her animal companion for that), though it had other just as significant upsides such as essentially eliminating her movement speed penalty from heavy armor.
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So I decided to do a brief write-up on the differences between Kingmaker and WotR's 'management' systems.
It is really much, MUCH less overbearing than it was in Kingmaker. The issue with Kingmaker's management system was that it grinded your adventuring to a halt, along with imposing hidden timers on top of that. WotR's system has none of that.
1) You get to move your armies on the world map on the same interface that your party travels with.
2) Advisors exist, but you don't really deal with any of that, the party members basically assign themselves in the background (more on this in point 4). Projects are just a thing you can do, and mostly involve restoring artifacts into one of several different gear options that take several in-game days to resolve. You can start on these projects from anywhere on the world map.
3) You'll still occasionally have to return to the hub area to resolve some issues in the crusade, but you'll be naturally doing that while questing and offloading your loot anyway. Moreover, the crusade system does not bug you with RNG opportunity/problem stuff.
4) The issues I speak of above are actually very involved, and surprisingly well written. What basically happens is that some logistics issue pops up, which range from recruits possibly deserting, supply problems, how the troops should be trained to counter certain enemy tactics, and concerns from the Queen's nobility that you're not paying enough fealty to them since they're financing your army. An advisor directly sent from the Queen's court will hold a meeting with you and several self-appointed party members in these situations. Said advisor and the party members bounce ideas on how to resolve said issue off of each other, and you get to side with one of them after hearing their arguments. Some of the arguments are quite frankly amazing and does a lot to reinforce each party member's personality and backgrounds. (Your character also gets the option of calling out certain party members for inviting themselves into these meetings, like Woljif butting into a meeting about resources and finances even though everyone knows he's a damn thief.)
5) There's no right or wrong choice with the above - usually, what each choice results in is the ability to unlock a new unit type for your armies, directly recruiting additional units, upgrading existing units, or increased finances. It is worth noting that these meetings are one-off deals and there's actual continuity with them, unlike Kingmaker's repeating opportunity/problem cards.
6) There are really no hard timers. The only timers for the crusade system that really existed during beta were the daily movement limit on your armies, the weekly recruitment quota, and the project timers. Nothing that would result in a game over if ignored, because... There's really nothing that needs your immediate attention or to ignore.
Take my word for it as someone that has played Kingmaker and WotR beta front to back, the 'management' system of WotR is nowhere near comparable to Kingmaker's in terms of actual execution.