JAMiAM
Posts: 6165
Joined: 2/8/2004 Status: offline
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quote:
ORIGINAL: golden delicious If the unit can no longer operate as an organised body, then in TOAW terms it has already evaporated- it won't try to retreat so it won't produce this test. If it can fight, why can't it in this case? If we're talking about a division being held of by a company, all it needs is for some Major to pull together enough men to shove them off the road. Moreover, at 10km/hex the company will simply be unable to stop the division moving past them. They can hold their positions firmly- but their position will be a few square kilometres out of 100. Yes, but retreating or fleeing when you know there is nobody in your way is much easier than retreating when there are enemy troops in your path. Given a situation where the flanks have already been lost and there are enemy units that have infiltrated or penetrated past on all sides, only the most disciplined troops will avoid a panic/surrender situation. Those are accounted for in the results by units that have high quality making the secondary morale checks to avoid evaporation. The lesser troops will fail that check and fold in such circumstances. Besides the obvious scenario design questions that should be addressed, with respect to the current development of the engine, it can certainly be argued that some greater differentiation of combat results should be possible. I would agree with that. However, for the vast majority of situations, as the engine now behaves, the combat results are easily rationalized. To flesh out one of the different behaviors that I would like to introduce in the future is making the lesser loss tolerances more usable. For example, tie behavior of the unit to them in ways beyond the simplistic current behavior of fight until such a loss level is reached. Minimize and limit loss tolerance units might be made more flexible in terms of progressively attempting to "advance to the rear" in situations like above, whereas ignore loss units would be less likely to run, but progressively more adversely affected when they do break. Mix this in with some better reserve unit behavior, like counterattacking enemy units (instead of just reacting into battles defensively), reacting into recently converted hexes, shadowing enemy penetrations, zone prioritization, etc. This would alleviate a lot of the concerns about the occasional odd situations that the IGO-UGO engine gives. We may not see any of this in TOAW III, but don't be surprised if this comes into future series releases.
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