Thanks.
The online manual says "Light Foot and Light Horse are always able to move as if they were drilled Battle Groups". I'm not sure if the manual has been updated or not, but this is the behavior I see with 1.2.4, so I guess that rule is still correct.
Final Beta v1.2.4
Moderators: Slitherine Core, FoG PC Moderator, NewRoSoft
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rbodleyscott
- Field of Glory 2

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keithmartinsmith
- Field of Glory Moderator

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deadtorius
- Field Marshal - Me 410A

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Quick thing about Anarchy, shouldn't a generals unit be immune to anarchy since he is the one who is supposed to be keeping the other idiots from doing just that? I have found some times its the generals unit that wants to charge off more than the rest of the army, thus costing you a commander by no choice of your own but the whim of the AI. On the TT you use the general to try and prevent anarchy from happening, +1 if he is in range +1 if he is with unit net +2 to keep the boys in line.
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Blathergut
- Field Marshal - Elefant

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deadtorius wrote:Quick thing about Anarchy, shouldn't a generals unit be immune to anarchy since he is the one who is supposed to be keeping the other idiots from doing just that? I have found some times its the generals unit that wants to charge off more than the rest of the army, thus costing you a commander by no choice of your own but the whim of the AI. On the TT you use the general to try and prevent anarchy from happening, +1 if he is in range +1 if he is with unit net +2 to keep the boys in line.
Don't make him shock.
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deadtorius
- Field Marshal - Me 410A

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deadtorius
- Field Marshal - Me 410A

- Posts: 5290
- Joined: Mon Oct 20, 2008 12:41 am
One other anarchy request, on the TT you don't have to test to do an anarchy charge versus broken troops, but in the PC game it happens quite often (just happened in a turn I just completed in fact) could you make it so that broken troops are not anarchy targets?? Perhaps in a patch (hopes and hopes)

