bevilacqua
Posts: 20
Joined: 10/5/2010 Status: offline
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ORIGINAL: Curtis Lemay quote:
ORIGINAL: bevilacqua Stacking limits were far from being reached on all hexes around. But could they have been reached during the retreats? Just because they were clear at the end of your player turn doesn't mean they remained clear throughout the enemy combat phase. Units tend to sub-divide during combat, and that fills up the stacking limits in a hurry. I can count, but thank you for the concern. quote:
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Even the units without HQ should retreat back in the direction of friendly good order units and supply points, I think. If it were an entirely voluntary action I would agree with you. But it isn't. It's an adverse combat result forced upon the defenders by the victorious attackers - who may have penetrated the defenses sufficiently to critically compromise the defenders' retreat options. Don't think of the defender's hex as a hex. Think of it as a giant tactical battlefield. Imagine the attackers driving through the defense and spreading out in their rear - blocking the most desireable paths out, and rolling the rest into a trap. Oh, I thought that 15 km was the hex size. I always found it strange that they looked so tiny on my computer screen. I think it has something to do, perhaps, with the variable Ralphtrickey refered to. If it isn't to be voluntary, there shouldn't be a variable attracting units in the direction of an enemy one. The move you describe is possible, of course, but wouldn't be predominant. quote:
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And it wasn't one or other units, but a whole lot of them from both sides, converging into the advanced hex and being completely eliminated later. See my stacking comments above. If not that, it was bad luck. I'm pretty sure the direction is random if there is are choices. This happens with some frequency. quote:
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This wasn't an isolated case. It happens frequently. Not always was it to my disadvantage (I'm not whinning here), but having it a predominantly random nature, players are helpless in a situation in which they should, at least, be able to estimate outcome in order to plan... if not, what's the point? "No plan survives contact with the enemy." Again, these are adverse combat results. If you're planning, you have to include these sorts of results in those plans. When planning, one must be able to estimate results. Using this authority based quote as an absolute truth is an extreme simplification. Let's just throw dices in the beginning of each turn and let a complete random event decide the outcome of a scenario. quote:
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Regarding the greater difficulty it would generate (the change Ralphtrick proposes) to attain a breakthrough, couldn't it be based on deployment, so that ignore losses deployment would keep the present behaviour, representing the unit intention to keep its elan? Limit losses would make them more prone to retreat in the direction of their HQs and supply points. So players would get a better control of it behaviour, if not absolute. Possibly there should be some impact of that. But, let's recognize that breakthroughs are especially hard in TOAW. This will make them harder. Here I agree with you. Breakthroughs are hard, but using an artificial engine functionality to prevent this isn't the best idea. IMHO, I think that one cause for this is the absurd cost of movement near all kind of units (large ones or small ones), so that Toaw becomes more of a game based on counters than one based on real forces. It's possible to place some very small units just to delay enemy by making movement costs very high. In fact, terrain effect on movement is insignificant compared to the effect a COUNTER can have, no matter the size of the unit contained. But that's just my opinion and I don't want to begin a flame war.
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