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new beta and rout retreat impressions

 
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new beta and rout retreat impressions - 12/6/2020 10:17:42 PM   
BrianG

 

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I just had a German rout where they routed adjacent to front line Russian units.

They barely retreated 3 or 4 hexes west.

Thus rout rules need another tweak.



Post #: 1
RE: new beta and rout retreat impressions - 12/9/2020 2:44:33 PM   
Seminole


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Joined: 7/28/2011
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I’ll mention it here as well, FZs should not be considered combat units for retreat purposes, they should instead be treated like HQs.
My opponent has lost several FZs because units didn’t retreat into them, leaving them available to easy attack.

(in reply to BrianG)
Post #: 2
RE: new beta and rout retreat impressions - 12/9/2020 10:00:36 PM   
BrianG

 

Posts: 4653
Joined: 3/6/2012
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quote:

I’ll mention it here as well, FZs should not be considered combat units for retreat purposes, they should instead be treated like HQs.
My opponent has lost several FZs because units didn’t retreat into them, leaving them available to easy attack.



FZ's could get a bump in the scale rotation.

(in reply to Seminole)
Post #: 3
RE: new beta and rout retreat impressions - 12/9/2020 10:06:52 PM   
BrianG

 

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Not great: I also question retreat over a river rather than not over a river where both possible retreat hexes really seems to have same mp's etc.

Example German retreats west: Both possible hexes were sw and nw of attacked hex. nw was over river, sw was clear.

It goes NW.




Good: Units do seem to be avoiding a retreat into a pocket and are moving east or west depending upon side: away from worse danger and that is true even if the worse hex was free of enemy zones. So that part is working.

(in reply to BrianG)
Post #: 4
RE: new beta and rout retreat impressions - 12/14/2020 7:57:10 PM   
Seminole


Posts: 2105
Joined: 7/28/2011
Status: offline
quote:

Not great: I also question retreat over a river rather than not over a river where both possible retreat hexes really seems to have same mp's etc.

Example German retreats west: Both possible hexes were sw and nw of attacked hex. nw was over river, sw was clear.

It goes NW.


There is a 20% random factor, which I think it a good idea because you don't want to make everything clockwork.
I certainly pay attention and move in such a way as to influence retreat to my advantage, but a little randomness in something as chaotic as retreat is justified to me.

(in reply to BrianG)
Post #: 5
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