How far must an attacker withdraw?

Combat Command is Boku Strategy Games World War II operational game. strategy games played warfare on a hex playing field with turn-based game play utilizing company-sized units. Game design aspects include turn phases, combat resolution, unit design, scenarios and artificial intelligence.

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Fred98
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How far must an attacker withdraw?

Post by Fred98 »

During an assault an attacker had to withdraw.

All the hexes that he could withdraw to were highlighted – in the same way that hexes are highlighted during the movement phase.

So, I moved it one hex. But I could not end the withdrawl phase. So I moved it another hex. The phase still did not end.

Eventually I moved it to the most distant highlighted hex some 6 or 8 hexes away.

Is that correct? Is it compulsory that it move to the furthest highlighted hex?
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AlvinS
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RE: How far must an attacker withdraw?

Post by AlvinS »

I just had the same issue. I looked in the manual and on page 40 it states that "withdrawing units are given no more than 15 MP's with which to carry out there withdrawals. Depending on a units disruption level, it may be forced to spend all 15 MP's or any number up to 15." Mine was at disruption level 2 and I was forced to move all the way. Page 78 10.7.1 lists how a withdrawal check is done.

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Obsolete
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RE: How far must an attacker withdraw?

Post by Obsolete »

So, I moved it one hex. But I could not end the withdrawl phase.

Moving just one hex and then ending would seem a bit like an exploit. There should have been hexes highlighted in red which tell you which hexes you can not just abruptly halt your withdraw in.

You don't have to expend ALL of your movement points, as long as you cross the bare-minimum of MPs, you can always hit End-Withdraw (I think that's what it's called, or something similar).

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Fred98
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RE: How far must an attacker withdraw?

Post by Fred98 »

ORIGINAL: Obsolete

.......hexes highlighted in red which tell you which hexes you can not just abruptly halt your withdraw in.


That is the answer thank you.

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hank
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RE: How far must an attacker withdraw?

Post by hank »

I posted some concern on this topic elsewhere. I'm Not sure I agree a commander (the player) should be forced to withdraw a unit 5 or 6 hexes from the front when a better hex for withdrawal is only 2 or 3 hexes away. I don't see how withdrawing only a few hexes instead of two or three times the distance is an exploit. Somebody educate me.

I really meant for this comment applied to the defender who has to withdraw after an assault .... but the same applies to an attacker who has to withdraw

thanks
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Fred98
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RE: How far must an attacker withdraw?

Post by Fred98 »

In most wargames, whenn a defender withdraws it is usually one hex.
 
That a defender has to withdraw a lot of hexes brings a new dimension to setting up a defense.
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