new beta and rout retreat impressions

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BrianG
Posts: 4674
Joined: Mon Mar 05, 2012 11:52 pm

new beta and rout retreat impressions

Post by BrianG »

I just had a German rout where they routed adjacent to front line Russian units.

They barely retreated 3 or 4 hexes west.

Thus rout rules need another tweak.



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Seminole
Posts: 2240
Joined: Thu Jul 28, 2011 12:56 am

RE: new beta and rout retreat impressions

Post by Seminole »

I’ll mention it here as well, FZs should not be considered combat units for retreat purposes, they should instead be treated like HQs.
My opponent has lost several FZs because units didn’t retreat into them, leaving them available to easy attack.
"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck
BrianG
Posts: 4674
Joined: Mon Mar 05, 2012 11:52 pm

RE: new beta and rout retreat impressions

Post by BrianG »

I’ll mention it here as well, FZs should not be considered combat units for retreat purposes, they should instead be treated like HQs.
My opponent has lost several FZs because units didn’t retreat into them, leaving them available to easy attack.

FZ's could get a bump in the scale rotation.
BrianG
Posts: 4674
Joined: Mon Mar 05, 2012 11:52 pm

RE: new beta and rout retreat impressions

Post by BrianG »

Not great: I also question retreat over a river rather than not over a river where both possible retreat hexes really seems to have same mp's etc.

Example German retreats west: Both possible hexes were sw and nw of attacked hex. nw was over river, sw was clear.

It goes NW.




Good: Units do seem to be avoiding a retreat into a pocket and are moving east or west depending upon side: away from worse danger and that is true even if the worse hex was free of enemy zones. So that part is working.
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Seminole
Posts: 2240
Joined: Thu Jul 28, 2011 12:56 am

RE: new beta and rout retreat impressions

Post by Seminole »

Not great: I also question retreat over a river rather than not over a river where both possible retreat hexes really seems to have same mp's etc.

Example German retreats west: Both possible hexes were sw and nw of attacked hex. nw was over river, sw was clear.

It goes NW.

There is a 20% random factor, which I think it a good idea because you don't want to make everything clockwork.
I certainly pay attention and move in such a way as to influence retreat to my advantage, but a little randomness in something as chaotic as retreat is justified to me.
"War is never a technical problem only, and if in pursuing technical solutions you neglect the psychological and the political, then the best technical solutions will be worthless." - Hermann Balck
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