Suggestion: stacking and retreats

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abulbulian
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Suggestion: stacking and retreats

Post by abulbulian »

I'm not liking so much at times when units can't retreat to (through) friendly lines due to the stack and thus are in real jeopardy of being destroy. It's like the friendly units there have the NKVD blocking detachments are shooting at their units coming back to the lines. Of course this would only be the case for the Soviets and at rare times.

But seriously, why not allow for over stacking during retreats. For defense the unit that retreated would not add to combat or add a small percent of it's power. Then on the next players turn he would have to fix the stacking or the over-stacked unit(s) would be removed from play. I know there's some scenarios he for more code work, but I don't think it's a heavy lift. Think it would be a great future enhancement to put on the list. I know several great WW2 board games that incorporate this retreat dynamic. The other idea is to have the unit routing back (WitE, WitW) to friendly lines (more than one hex). Of course, taking more damage and if eligible.
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NotOneStepBack
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RE: Suggestion: stacking and retreats

Post by NotOneStepBack »

Totally agree.
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klzlueylx
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RE: Suggestion: stacking and retreats

Post by klzlueylx »

actually there is rules about retreat, saying units can temporaily retreat through friendly units.

15.1 Land Combat: Land Retreat:
"...A land unit may retreat up to 2 hexes. They retreat to their closest friendly supply source. If a hex is not available within one move, then a unit checks if it can retreat 2 hexes. It may always retreat over friendly land units. If it can’t retreat within 2 hexes, it shatters if it can trace to a supply source or surrenders if it can’t."

Which means, only when a unit's surrending hexes of 2 range, ususally 5-12 hexs behind it, was all filled by friendly land unit, would let a unit cannot retreat and shatters.
In no circumstance one would, should, and most times could have so many units in such a small area. Even in Eastern Front. Using defending units each 2-3 hexes behind the front (behind the ) would be perfect to delay enemy offensive, and can hold 2 waves of attack(retreat) on the whole frontline, 4 or even more waves of attack on a small part breakthrough.

On the other way, 2 hexes means about 120km, in Russian may even above 160km, I'm afraid no any unit can retreat more than this range after marching 300km, only in a week.
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sveint
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RE: Suggestion: stacking and retreats

Post by sveint »

I think it's fine as is.
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PanzerMike
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RE: Suggestion: stacking and retreats

Post by PanzerMike »

I see units retreating 2 hexes. So it is working well. I see no problem.
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sillyflower
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RE: Suggestion: stacking and retreats

Post by sillyflower »

Agreed. You just have to be a bit careful
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Ostwindflak
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RE: Suggestion: stacking and retreats

Post by Ostwindflak »

I've seen the retreating work as the manual says and then I have seen it not work in cases where I thought it would. I wonder, is the retreat only viable if the unit still has action points left to facilitate the move or does it just shatter sometimes due to an overwhelming attack regardless if the retreat option is available?
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AlvaroSousa
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RE: Suggestion: stacking and retreats

Post by AlvaroSousa »

Units retreat 2 hexes into friendly controlled hexes only.
Sometimes they shatter during combat and end up on the production queue and not retreating.

Over stacking is not possible with the current code. To do so would be incredibly taxing and way more difficult than you think it is.

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