British Guards can Teleport!

Crown of Glory: Europe in the Age of Napoleon, the player controls one of the crowned potentates of Europe in the Napoleonic Era, wielding authority over his nation's military strategy, economic development, diplomatic relations, and social organization. It is a very thorough simulation of the entire Napoleonic Era - spanning from 1799 to 1820, from the dockyards in Lisbon to the frozen wastes of Holy Mother Russia.

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MartNick
Posts: 270
Joined: Thu Jul 22, 2004 1:45 am
Location: Napier, NZ

British Guards can Teleport!

Post by MartNick »

Got to the end of a detailed battle and had the British Guards completely surrounded, all six hexes. The British were routing off the board and it was the last turn before the battle ended. I thought its gonna be great having these guys guarding my vineyards, when they disappeared! Beamed out by Mr Scott?? [X(]

Surely any troops that are completely surrounded at the end of a battle would either surrender or become POWs?
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jchastain
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Location: Marietta, GA

RE: British Guards can Teleport!

Post by jchastain »

Logically what you say makes sense, though it would change the dynamics of the game quite a bit. When an enemy sounded the retreat, my actions would be quite different if I knew that any forces I could pin down within the next 3 turns would automatically become prisoners. Forget cavalry charges for casualties - save them to use their fast speed and ZOC to encircle pockets of enemies to take tens of thousands of enemy troops off the lines to get the most out of them. For that reason, I'm not sure your proposal would be a good thing for the game.
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goodwoodrw
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Joined: Mon Feb 14, 2005 12:19 pm

RE: British Guards can Teleport!

Post by goodwoodrw »

g'day
I have noticed this as well. Not only routing units but units still fighting. several times I have surrounded a unit not able to fire, because I have expended too many movement points, waiting for the turn to deliver the coup de grace but the unit has vanished, bug or what?
Formerly Goodwood

bluemonday
Posts: 230
Joined: Mon Jun 20, 2005 5:19 am

RE: British Guards can Teleport!

Post by bluemonday »

Thanks for posting this. That happened to me several times but I just figured I had missed the move since I forget to to turn the delay down and sometimes can't follow all the action as a result. I see it wasn't just my inattentiveness.
marirosa
Posts: 56
Joined: Wed Jul 06, 2005 3:04 am

RE: British Guards can Teleport!

Post by marirosa »

I think you miss some data.

Retreat last 3 turns at it start when the enemy sound the retreat (that is, this is retreat turn one). What this means is, after your 2 pursuing turn, it comes the 3rd ia turn of retreat so any ia unit remaining in the board will be removed.

If you took 2 turns to encircle a unit, it is too late, as they next action will be remove itself from the board.

I was able to encircle ia units sometimes. I mainly go for their supply chaissons or any ia art i can charge/capture.
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ahauschild
Posts: 118
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RE: British Guards can Teleport!

Post by ahauschild »

You have to encicle them a turn earlier, also the unit must be disordered to guarantie it. Often I have cycled cav, and did not mangae to disorder them, only to have them pop of without surrender in the end. On the other hand, sometimes I have only one unit next to an routed enemy, and they surrender then.
<< Let wars be only in our mind and imagination, for nobody should face this horror areal >>
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Ralegh
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RE: British Guards can Teleport!

Post by Ralegh »

If you surround an enemy unit, and it tries to make a fleeing move it will surrender. This is true before and after the retreat is sounded.

Units still on the map do miraculously get away at the end of the third turn - but it happens equally to ai units and my units, so I don't mind that. There has to be some point of discontinuity, or the game gets unplayable - at one point, battle continued until all units got off the map, which made battles take much longer, with lots of low value boring stuff.
HTH
Steve/Ralegh
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