heliodorus04
Posts: 1647
Joined: 11/1/2008 From: Nashville TN Status: offline
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I've understood this to be the case since I started my first game as Soviet. You can track the battles from the German turn (and you should), see the results, which will show who is routed. I've always thought it to be working as intended. And for certain, the 'instantly' rallied unit is a shell of its TOE and morale, which matters a great deal for the following 2 or 3 turns. But I've been wondering, as we discuss game balance in other terms elsewhere, whether this 'instant rally' is imbalancing in that it, generally speaking (did I say generally loudly enough?), results in 'bonus movement' for a unit on a collapsing front. Again, this works for Soviets in summer as well as Germans in the first Blizzard, so I'm not advocating it needs to get tinkered with. But one of the mechanical limitations in this model that most frustrates me when I play German is that the route rules make it such that NOT attacking a unit is better than causing it to route, and that just doesn't make any sense to my mind... I've accepted it, but I'm not sure it's the best mechanic... As a Soviet, human player, it's really, really easy to safeguard routed units more than 2 turns away (after about turn 5, anyway) so that they can recover TOE, if not experience, and most importantly, dig that 3rd line of defense while recuperating.
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Fall 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader, Reading: Masters of the Air (GREAT BOOK!) Rulebooks: ASL (always ASL), Middle-Earth Strategy Battle Game Painting: WHFB Lizardmen leaders
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