Is this correct?
If not can it be addressed in some future update?
Before Breakoff

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After Breakoff

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I think the problem is that the path finding logic seems to work a hex at a time. So the first hex directly away from the combat arrow direction is ok. From there, to keep going generally away he needs to head SW. It really doesn't seem to be a very good pathfinding algorithm although it does seem to do better now for evades and routes. Maybe it just needs some different constraints for break offs.TheGrayMouser wrote:What i find unclear from the example, as Peter pointed out, why couldnt he have just broken off one hex to the Northwest?


In the TT rules, a breaking off unit will attempt to go it's full movement away but will stop sooner if blocked. It must pull back at least 1 MU or else it is not able to break off. So breaking off and stopping at 1 or 2 hexes if further break off is blocked would certainly be a consistent with the TT rules. Much better than teleporting 10 or 15 hexes.TheGrayMouser wrote:Hmm, appears the problem might be that they are programming a minimum # of hexes that a breaking off unit needs to travel..... I think one or two hexes should suffice, after all, the unit isnt running away in panic, it is merely pulling back to reform, rally or to charge in again
Dont know about this, you think they'd at least pull back out of the range of any HF that they might have just broken off from (ie, at least 3 hexes).TheGrayMouser wrote:Hmm, appears the problem might be that they are programming a minimum # of hexes that a breaking off unit needs to travel..... I think one or two hexes should suffice, after all, the unit isnt running away in panic, it is merely pulling back to reform, rally or to charge in again

That's not a requirement in the TT rules. I think the basic idea is that if they are shock mounted, then any foot charging them are likely to at a severe disadvantage versus the shock mounted. If the mounted are not shock mounted, then they probably can try to evade if they don't have a chance to move away before the foot can charge them. Either one is in theory preferable to the mounted than standing and continuing to fight with steady foot.76mm wrote:Dont know about this, you think they'd at least pull back out of the range of any HF that they might have just broken off from (ie, at least 3 hexes).TheGrayMouser wrote:Hmm, appears the problem might be that they are programming a minimum # of hexes that a breaking off unit needs to travel..... I think one or two hexes should suffice, after all, the unit isnt running away in panic, it is merely pulling back to reform, rally or to charge in again

76mm wrote:Dont know about this, you think they'd at least pull back out of the range of any HF that they might have just broken off from (ie, at least 3 hexes).TheGrayMouser wrote:Hmm, appears the problem might be that they are programming a minimum # of hexes that a breaking off unit needs to travel..... I think one or two hexes should suffice, after all, the unit isnt running away in panic, it is merely pulling back to reform, rally or to charge in again
batesmotel wrote:In the TT rules, a breaking off unit will attempt to go it's full movement away but will stop sooner if blocked.
So the TT rules allow a unit to move its full movement, but moving at least three hexes is not a requirement...but since all cav can move at least three hexes, are you saying that the generally move full movement, but no more, and therefore move less if they can't move their full movement? I'm not saying that they should always move three hexes, but they should move more than 1-2 if possible..logically, you would think that if a unit went to the trouble to break off, they would pull back out of charging range of HF...batesmotel wrote:[moving at least three hexes is] not a requirement in the TT rules.
if you're saying that if given a choice between breaking off 1-2 hexes, or say, 15 (!) I would certainly agree (but I don't think 1-2 should be the default...)TheGrayMouser wrote:I wasnt really commenting on how many hexes a unit SHOULD break off (which is likly mostly a manner of personal preferance than anything else)

In the TT rules, mounted breaking off will attempt to go as far away as they can up to their normal move distance. They are treated as unable to break off (and drop a cohesion level) if they can not break off far enough to get at least 1 MU away before their break off move is blocked. The PC version does not impose the cohesion drop for failing to break off since it is easier to block a break off on the PC. (Normal cavalry move for TT is 5 MU, LH move is 7 MU. 1 MU is the minimum break off move considered to be sufficient to have broken contact with the opposing enemy BG. By comparison, HF move for TT is 3 MU, MF is 4 MU.)76mm wrote:batesmotel wrote:In the TT rules, a breaking off unit will attempt to go it's full movement away but will stop sooner if blocked.So the TT rules allow a unit to move its full movement, but moving at least three hexes is not a requirement...but since all cav can move at least three hexes, I don't understand what you're saying.batesmotel wrote:[moving at least three hexes is] not a requirement in the TT rules.
Moreover, those of us that don't have the TT game don't care much what the TT rules say, although granted they seem pretty well thought out.
But logically, you would think that if a unit went to the trouble to break off, they would pull back out of charging range of HF...
