Curtis Lemay
Posts: 12969
Joined: 9/17/2004 From: Houston, TX Status: offline
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quote:
ORIGINAL: JAMiAM They will retreat toward the nearest supply source, or HQ unit, and generally into a "safe" location (i.e., a friendly unit) to minimize disengagement attacks. Unfortunately, when supply sources are very near by in lateral, or forward, positions, rather than "to the rear" the units will drag themselves along the front line making things worse, or even forward, where they often get stuck in an exposed bulge. Making unit retreat more intelligently is on our list of things to work on. A retreat is an adverse combat result imposed on defeated, fleeing, defenders by the victorious attackers. It isn't a voluntary action, like a planned retreat taken during movement. As such, forcing the retreat path to comply with the defender's best interests is not necessarily realistic. Don't think of the combat hex as a "hex", think of it as a battlefield - mentally divide it up into 0.1km hexes if necessary. Then it's easy to imagine actions within the hex comparable to the same things that happen beyond the hex - breakthroughs and flanking actions, etc, that can deny a desired retreat path to the defender and dictate an undesired or unexpected one, including defenders scattering in multiple directions. Be careful you don't "fix" something that isn't broken.
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