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