Something that might add to a nail-biting finale

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grumblefish
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Something that might add to a nail-biting finale

Post by grumblefish »

So I was playing a losing game on Cynsocephalae, and was one or two break points over my limit. I wasn't going to win without a minor miracle, but I wanted to try and stay in the game to hurt my opponent (Paisley) just that little bit more. I therefore placed my general next to a bunch of fragmented and disordered troops, in the hopes that they would recover at the end of the turn and keep me in the game.

Yet, as soon as I hit "end turn," the game ended in defeat. The game never checked to see if any units recovered. Is this working as designed? Either way, I think the game would result in a few more exciting end-battles if generals could bring their forces back from the brink, if only prolonging the battle for another turn or two. As it stands, you're done the moment the breakpoints reach the maximum, so there's no point in finishing your turn unless you think you can push him beyond your number of breakpoints. If the game rolls for cohesion recovery before declaring victory/defeat, however, there would be a reason for you to run your generals into the routing troops, in the hopes of one last breath before defeat.
batesmotel
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Post by batesmotel »

This is pretty much consistent with the TT rules where the game ends if one side has reached its breakpoint at the end of any phase.

Chris
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petergarnett
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Post by petergarnett »

The PC version is played in turns not phases as in the TT game so I would support what grumblefish suggests here. Of course it may just be delaying the inevitable but in a close game ......
batesmotel
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Post by batesmotel »

petergarnett wrote:The PC version is played in turns not phases as in the TT game so I would support what grumblefish suggests here. Of course it may just be delaying the inevitable but in a close game ......
Actually, the PC version does have the end of turn phase where troops can rally, routers move and mounted troops break off. This seems pretty analogous to the Joint Action Phase in the TT rules. I agree that there isn't anything else in the PC version that corresponds to the other phases in a TT turn.

Chris
....where life is beautiful all the time
Morbio
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Post by Morbio »

I must admit, I too thinks the game ends prematurely, I'd like to see the last gasp efforts at rallying the troops before the test of victory conditions is made :)
Paisley
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Post by Paisley »

I agree. Especially in games where it's gone to the wire and both sides are teetering on the brink of breaking. Having rallies rescue you would make it much more exciting in such cases.

I was gutted that grumblefish couldn't play another turn as watching his units chain-rout through each other was better than a play.
petergarnett
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Post by petergarnett »

My point was the other way around - the TT version states victory can occur at the end of any phase, so movement phase for instance or impact. It's not checked just in the Joint Action phase. In the PC version the game can only end when a player finishes all his moves/melees - this is before the rallying.
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