Retreat Path issues?

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chaos45
Posts: 2024
Joined: Mon Jan 22, 2001 10:00 am

Retreat Path issues?

Post by chaos45 »

So playing under the newest game version-----some serious issues with some recent unit retreat paths.

Example one- north of Rostov a Soviet division is attacked has a non-zocd retreat path into a friendly unit immediately behind it---clear terrain no issues.....instead the unit retreats 2 hexes to the SW where it is then easily herded into an axis pocket.....in what world does this movement make sense?

Example 2- SW of Tula- Soviet division in a lvl 3 fort with 2 different adjacent hexes to its north with friendly units....its attacked from across the river by Axis forces to the south---instead of retreating north into one of the 2 friendly hexes which are not across a river nor Zoc'd by axis forces----it jumps over the river and retreats 2 hexes to the east over the river and closer to axis forces---where it is promptly herded into a pocket.

Seems something is very off on some of the retreat paths esp when a friendly unit with some fortification is adjacent and not in an enemy zoc which would make a much better/safer retreat path.

Why are units jumping multiple hexes over bad terrain closer to enemy units in a retreat when they have safe retreat routs secured by friendly units. If its a bad retreat why wouldnt the first hex of the retreat be through the friendly rear-supporting unit then to the next hex behind. Retreating over rivers and enemy units into hexes closer to enemy lines in these circumstances is pretty baffling and makes no sense logically or realistically speaking.
chaos45
Posts: 2024
Joined: Mon Jan 22, 2001 10:00 am

Re: Retreat Path issues?

Post by chaos45 »

Also none of the hexes behind these units is overstacked---1 Soviet unit is all thats in those hexes and only 1 Soviet unit is retreating.

For some reason jumping to Rail hexes further away is prompting over a friendly retreat path is what it looks like.
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