Retreat Mechanics Differences SC-WiE & SC-ACW
Posted: Thu Mar 07, 2024 6:19 am
				
				Hi,
With WiE, retreating units (evading) can not move to the rear through other friendly units. So constantly I see retreating units move up and down the line or worse yet go forward towards the enemy.
In ACW, Units can retreat to the rear through other friendly units.
I was wondering if the ACW retreat mechanism would be desirable for WiE? Basically, I am asking opinions here.
Below is a transcript of a conversation in the comment section on an episode on my YT channel while playing the 1943 scenario. There has been a lot of kind of absurd looking 'retreats'. So a convo got started
JohndiFool:
The issue with retreating is twofold: on the editor side we can mod the max retreat distance: for regular (nonmotorized) infantry it is only 1; for mobile units it is 2. So, if you have a solid wall of friendly units behind the retreating unit, it has nowhere safe to go. 2 hexes deep and the mobile units can't, either. On the hardcoded side it doesn't sufficiently prioritize "safer" hexes, just the fact that it rolled up a Retreat based on the editor settings (50% say), and welp the unit HAS to go somewhere--which unfortunately if it has ye olde solid wall behind it often means moving into a LESS safe hex.
This is mainly due to the nonstacking modus operandi that the series has always been based on. As a player if you have valuable units in the front lines you HAVE to leave a safer (?) retreat path open for them, or they'll just flick back and forth in the face of the enemy unit it dies. Catch-22 since if you do have such gaps the enemy can then possibly exploit them.
I would have sworn that mobile units have "leapfrogged" friendlies in the way you describe @ 4:40 in past games (both mine and here). Nonmobiles as indicated cannot of course with just a range of 1.
Balthazor's Strategic Arcana (Me):
Units can retreat through other units in SC-ACW. It much more realistic, fluid, and satisfying. Later on, in my on going 1846 Conquest of Mexico production going on now with Strategy Wolf Games, you can see the retreat mechanic as described in action for both sides.
So there must be a way that it could be done here...
Not sure what others think, but I would prefer the ACW retreat mechanic to what we are seeing here.
@johndifool:
Feel free to chime in on the forum, I'll add my 2 cents. I currently have given ground-pounders a retreat of 2, mobiles 3.
@el_condoro:
Yes, it's as @johndifool2985 says: in WiE, units retreat 1 hex or 2 for mobile units. In ACW, ground units retreat up to 3 hexes. Easy to mod but it would need a bit of testing to see how it affects the campaigns.
@BalthazorsStrategicArcana (Me)
Yeah I was thinking what other folks thought about this on the WiE forum. I do really prefer the SC-ACW retreat mechanics though...solely my opinion too.
Soon..in my 1846 Mexico series going on now...a comparison can be viewed. Big battles coming soon...and in that game you gotta mass troops together..like it was back then....
			With WiE, retreating units (evading) can not move to the rear through other friendly units. So constantly I see retreating units move up and down the line or worse yet go forward towards the enemy.
In ACW, Units can retreat to the rear through other friendly units.
I was wondering if the ACW retreat mechanism would be desirable for WiE? Basically, I am asking opinions here.
Below is a transcript of a conversation in the comment section on an episode on my YT channel while playing the 1943 scenario. There has been a lot of kind of absurd looking 'retreats'. So a convo got started
JohndiFool:
The issue with retreating is twofold: on the editor side we can mod the max retreat distance: for regular (nonmotorized) infantry it is only 1; for mobile units it is 2. So, if you have a solid wall of friendly units behind the retreating unit, it has nowhere safe to go. 2 hexes deep and the mobile units can't, either. On the hardcoded side it doesn't sufficiently prioritize "safer" hexes, just the fact that it rolled up a Retreat based on the editor settings (50% say), and welp the unit HAS to go somewhere--which unfortunately if it has ye olde solid wall behind it often means moving into a LESS safe hex.
This is mainly due to the nonstacking modus operandi that the series has always been based on. As a player if you have valuable units in the front lines you HAVE to leave a safer (?) retreat path open for them, or they'll just flick back and forth in the face of the enemy unit it dies. Catch-22 since if you do have such gaps the enemy can then possibly exploit them.
I would have sworn that mobile units have "leapfrogged" friendlies in the way you describe @ 4:40 in past games (both mine and here). Nonmobiles as indicated cannot of course with just a range of 1.
Balthazor's Strategic Arcana (Me):
Units can retreat through other units in SC-ACW. It much more realistic, fluid, and satisfying. Later on, in my on going 1846 Conquest of Mexico production going on now with Strategy Wolf Games, you can see the retreat mechanic as described in action for both sides.
So there must be a way that it could be done here...
Not sure what others think, but I would prefer the ACW retreat mechanic to what we are seeing here.
@johndifool:
Feel free to chime in on the forum, I'll add my 2 cents. I currently have given ground-pounders a retreat of 2, mobiles 3.
@el_condoro:
Yes, it's as @johndifool2985 says: in WiE, units retreat 1 hex or 2 for mobile units. In ACW, ground units retreat up to 3 hexes. Easy to mod but it would need a bit of testing to see how it affects the campaigns.
@BalthazorsStrategicArcana (Me)
Yeah I was thinking what other folks thought about this on the WiE forum. I do really prefer the SC-ACW retreat mechanics though...solely my opinion too.
Soon..in my 1846 Mexico series going on now...a comparison can be viewed. Big battles coming soon...and in that game you gotta mass troops together..like it was back then....