Fizz said:
In regards to Steelhorns, where in the rules does it say that if you declare a RUN action, you have to SPEND ALL of your movement points? Obviously, if he plans on moving less than his normal movement (4), then and ADVANCE action is the intelligent choice. But as other posters have pointed out, if he needs to open/close a door, drink a potion, or do anything else in the turn that takes up movement points, his ability isn't so bad. As for moving diagonally, as long as it's in a straight line, that makes sense.
Another thing to consider is on the SoB island maps and on the Revenge (which can get to be quite long) there is alot of space for for Steelhorns to really get a good charge in.
Also, Have you ever seen Steelhorns with the Acrobat skill? Shudder.
I can't quite remember all the details, but I was OLing a game where my nephew had Steelhorns with a movement bonus. He was adjacent to a door, opened it after declaring a run, moved about 4 spaces when I pitted him, he took the damage, climbed out and kept going, moved the remaining spaces he had left, and with his last fatigue moved one more space to get an attack on a master beastman. He killed it in one shot. We laughed pretty hard about that.
I personally like Steelhorns.