Logic behind HQ flight? (Full Version)

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Jdog -> Logic behind HQ flight? (1/4/2011 12:34:32 AM)

What's the logic behind causing an HQ unit to flee 20-30 hexes at the sight of an enemy unit? I get that it would want to remove itself from danger and all of that, but 200+ miles deep behind other soft units? And how is it that these units can pick up and run half way across the map after moving before they are in danger of being over-run yet it takes them 2-3 moves to get back to there original spot?

Just wondering what the thinking was behind this. Wouldn't it be better, and add an interesting dimension to the game, if HQ units could be over-run if they didn't have the MP's to retreat?




jomni -> RE: Logic behind HQ flight? (1/4/2011 1:02:48 AM)

It simulates the chaos of quickly packing up and fleeing. And the difficulty of getting things back in order.  The extra distance gives the HQ penalties.
If they retreat using available MP, then it's quicker to get back to 5 hexes from the front line to render effective combat unit coverage and support.

You can also see it as a simulation of an HQ being overrun (as you suggested) and setting up of a new HQ at the back of the lines with new staff and equipment and survivors from the old HQ.




Jdog -> RE: Logic behind HQ flight? (1/4/2011 3:28:17 AM)

I see, thanks for the response...I would like to see a more realistic resolution but this at least makes sense to me and I can roll with it. Spectacular game overall, so now it's a matter of nitpicking the personally annoying details:)





Ketza -> RE: Logic behind HQ flight? (1/4/2011 3:52:01 AM)

Its just very annoying when you forget to move the HQ before you move the unit. As much as I try to remember to do so It sometimes slips my mind then the hunt begins as to where the damn thing went.




jomni -> RE: Logic behind HQ flight? (1/4/2011 5:01:42 AM)

Yeah the fact that it can happen on the player's turn is annoying.  Wish they gave us the chance to react.




Kong Gulerod -> RE: Logic behind HQ flight? (1/5/2011 7:11:05 PM)


quote:

ORIGINAL: jomni

Yeah the fact that it can happen on the player's turn is annoying.  Wish they gave us the chance to react.


I agree




Gandalf -> RE: Logic behind HQ flight? (1/5/2011 7:26:01 PM)


quote:

ORIGINAL: jomni

Yeah the fact that it can happen on the player's turn is annoying.  Wish they gave us the chance to react.


Yes, it would seem that if the code is in place to see this "mis-step" and then move the HQ without the player's input, then that same code could be "intercepted/hooked" to allow/ask the player if he wants to do something about it first.




henri51 -> RE: Logic behind HQ flight? (1/5/2011 11:07:46 PM)


quote:

ORIGINAL: Ketza

Its just very annoying when you forget to move the HQ before you move the unit. As much as I try to remember to do so It sometimes slips my mind then the hunt begins as to where the damn thing went.


It's even worse when you suddenly see that the units of a Panzer Corps are out of supplies and you can't find the HQ, and you finally find it 100 hexes away with zero movement points and no supplies, and have to guess that you probably moved one of its units away when it was stacked with the HQ adjacent to an enemy unit, but you are not sure...[:@]

Henri




mavraamides -> RE: Logic behind HQ flight? (1/6/2011 7:08:14 PM)

I could see possibly having a nag message when you are about to leave an HQ unguarded next to an enemy unit.

Something like,

"WARNING: This move will result in a forced HQ retreat! Are you sure? Y/N"

Kind of like the end turn message.

They could even make it optional.

Right now, I'd say I probably average doing this once every 3 or 4 turns. Can really ruin a move especially if you needed that HQ's support in a critical attack. If we had the option of a warning prompt, I would use it.




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