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Confusion to our friends... no wait! (FoF/CoG2)

 
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Confusion to our friends... no wait! (FoF/CoG2) - 8/10/2007 11:29:32 PM   
Khornish

 

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Joined: 5/7/2005
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In both FoF and CoG we have the friction of battle mechanic where a unit will sometimes become confused as to where it is supposed to go and decides to go elsewhere on its own.

Now, I recognize a real need for this as the player would otherwise have absolute god-like power in ordering and carrying out his battle plans.

Yet, I am not altogether satisfied with the blundering stupidity of these units, especially when under the command of a talented general.

By way of conversationally adding another possibility I would like to propose the following:

Instead of a unit becoming confused and heading to a wrong hex why not allow for the unit to lose APs instead? The better quality general, the less APs lost.

Also, an option for the unit to just not move at all that turn would be fine.

More than once my baggage has decided that it needed to be out in front of the battle line instead of right behind it. This is silly behavior. I imagine the officer in charge of the baggage/supplies would hesitate (even when confused as to the intention of his orders) to advance a few hundred yards beyond his friends. He'd either refuse to move at all, waiting for clarification of his orders, or take it slow, hoping the orders will be changed.

Yes, Eylau is a perfect example of a corps doing something absolutely stupid and paying the price for it. However, we already see such things happening within the game due to visibility and weather issues. There's no real reason for the game mechanics to force a unit to suicide "just because".
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