Retreat direction

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

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thecowboysmiles
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Joined: Thu May 25, 2017 7:58 am

Retreat direction

Post by thecowboysmiles »

In manual it says that "a unit will retreat in the direction of the nearest cooperative hq or supply source". But I've seen some enemy units retreating in the opposite direction of their HQs, which were two hexes apart. Is there any logic behind this?
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sPzAbt653
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RE: Retreat direction

Post by sPzAbt653 »

Mostly they retreat towards supply points, which sometimes doesn't work well as supply points aren't often placed for retreat direction purposes [:(]
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ralphtricky
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RE: Retreat direction

Post by ralphtricky »

if you have a save before the battle happens so I can reproduce it, I"ll take a closer look.
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Lobster
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RE: Retreat direction

Post by Lobster »

Yeah I've had units retreat in stupid ways too.
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

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thecowboysmiles
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RE: Retreat direction

Post by thecowboysmiles »

Image

The unit(s) I'm referring to is circled in red. Their HQ is circled in blue. Especially the infantry regiment doesnt move towards its HQ. Artillery regiment does that too. Here's the save file:

http://www.mediafire.com/file/ik7a52h9h ... 3-45_9.sal

@sPzAbt653: but shouldn't they move towards their HQ if it was closer to them than their supply points?
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Curtis Lemay
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RE: Retreat direction

Post by Curtis Lemay »

I've said this over and over whenever this comes up: A retreat is an adverse result. There is no reason to expect the units being forced to retreat to have full control over what direction they exit the battlefield.

You can't think of the combat hex as a monolithic block. You should think of it as a gigantic tactical battlefield. The attackers may have driven into the rear areas of the defenders - within that battlefield - and blocked any number of retreat options. (Just as they are able to do operationally on the TOAW map).
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