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Retreat Function

Posted: Sat Sep 11, 2010 4:01 pm
by Capt.Frick
In CC A Bridge to far you could retreat your units off the map, which would be a great function cause, sometimes I would rather like to disengage and fight another time when for example ammo runs out or you run out of ar weapons, or just to get out of a fight you don't want to fight

After fighting for 15 min with a single lemg34 squad(2man) nothing else, I was trying my best to get them killed which was quite frustrating as it proved difficult so, I would have been glad about having another option then to try to get a cease fire.

RE: Retreat Function

Posted: Sun Sep 12, 2010 1:22 am
by Andrew Williams
You get to make the  "Retreat" decision during the movement phase.  (except for static troops who may not be moved)

if you choose to stay and fight then you must live with that.

RE: Retreat Function

Posted: Sun Sep 12, 2010 6:05 am
by Capt.Frick
I don't see what's wrong with what I suggested, since troops will most likley run when they cannot fight enemy tanks anymore, or don't have anymore ammo, so why should I waste men when they run out of ammo, I mean I fought the enemy as good as I could.

RE: Retreat Function

Posted: Sun Sep 12, 2010 6:58 am
by Andrew Williams
And now you die

Not only are you required to fight on the frontline but this release of CC also requires you to make operational decisions.

You failure at this level is dealt with mercilessly

RE: Retreat Function

Posted: Sun Sep 12, 2010 7:17 am
by kojusoki1
so what is the difference between losing morale (with all the consequences) and hiting the button (retreat=lose morale)?
I just hate (to save my precious "real" time) sending few units to get killed so others will lose their morale and retreat! And even then casualties are usually lower.


Edit: sorry for my "morning" english, my apologizes :)


RE: Retreat Function

Posted: Sun Sep 12, 2010 7:50 am
by Andrew Williams
Now that is a good point kojusoki

Most people have expressed a desire to save their men when wanting to retreat... to actually force a morale failure, hmmm, that is a different matter.

RE: Retreat Function

Posted: Sun Sep 12, 2010 12:52 pm
by Capt.Frick
That's kind of what I meant

RE: Retreat Function

Posted: Sun Sep 12, 2010 4:22 pm
by TheReal_Pak40
ORIGINAL: Andrew Williams

You get to make the  "Retreat" decision during the movement phase.  (except for static troops who may not be moved)

if you choose to stay and fight then you must live with that.

I agree with Frick. Retreating from a battle is a tactical decision made at the time during a battle, not in the operational phase. Many times commanders fully intend to fight a battle or defend an area but end up realizing that it is fruitless and it will be better to retreat to fight another day.

Obviously, to implement this into the current CC engine would require that the retreating side have at least one VL that leads to another map and the map must be unoccupied by enemy forces.

RE: Retreat Function

Posted: Mon Nov 08, 2010 2:27 am
by SpeedyCM
Yes retreat option is desperately needed, currently sitting in Eindhoven with one 88 (all I started the battle with) against a maxed out British AI that does not want to attack or even move it's troops it seems after it trundled a firefly infront of my 88.

And being an immobile 88 I can't move it to where ever the AI is hiding all his troops. [:@]

My memories of the original CC Bridge to Far include a vastly superior AI.

RE: Retreat Function

Posted: Mon Nov 08, 2010 4:19 am
by SpeedyCM
Left it running for the last 2 hours and still nothing has happened. [8|]

RE: Retreat Function

Posted: Mon Nov 08, 2010 5:15 am
by Tejszd
In LSA you can end a battle by; getting killed, killing the enemy, offering a truce or reaching the time limit.

Playing without a time limit actual seems to make the AI worse. If there is a deadline the AI will tend to try to do a push about 5 minutes before time expires....