Rout Pursuit On Steroids

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Morbio
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Rout Pursuit On Steroids

Post by Morbio »

I'm not sure if this is a bug (Microsoft would call it a feature) or working as designed and I'm just unlucky... very unlucky! :evil:

I'm watching the replay of my opponents turn and it's 51-51 and my cavalry are in combat (mid-left) and are just being rear-charged :( The lancers (30) at the front are the ones to watch...
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My cavalry breaks :evil: and heads left because front and rear are blocked. Both lancers pursue and encounter some skirmishers that are in combat with other fragmented skirmishers. They both charge the flank and disrupt the skirmishers, the damage fragments it and next my opponent send the falxmen into the rear of the skirmishers and breaks them :evil: :evil:
Screenshot (42).jpg
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The skirmishers rout away from the lancers and head due south and are pursued by the lancers.
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Screenshot (43).jpg (247.87 KiB) Viewed 1264 times
To be continued... (screenshot limit encountered)
Morbio
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Re: Rout Pursuit On Steroids

Post by Morbio »

... part 2

Now enter the routing phase and the skirmishers and associated cavalry head south again and they encounter some skirmishers that are waiting to pour death on some other lancers they have been following over many turns. The lancers (30) are on a roll, why stop at 1 skirmisher attack? Let's attack these too! :shock: :evil:
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Skirmishers are pursued by lancers (30) and caught! They disrupt and then fragment... they will die on my turn :roll: :evil:
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Luckily it wasn't at a critical part of the battle! :D

So, is this expected behaviour or a feature?
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Last edited by Morbio on Thu Jun 21, 2018 7:34 am, edited 1 time in total.
rbodleyscott
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Re: Rout Pursuit On Steroids

Post by rbodleyscott »

This is expected behaviour and is a deliberate part of the design. We wanted a mechanism that could represent the sudden collapses that could sometimes happen when cavalry flanked the main battle line.

The whole game design is not intended to be a time-slice representation of reality, but a series of actions and counteractions. This is how real battles worked - the troops did not all move at once in perfect synchronisation like a clockwork automaton. There were periods of inactivity and then bursts of action.
Richard Bodley Scott

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Morbio
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Re: Rout Pursuit On Steroids

Post by Morbio »

OK, I'm fine with it, it was just the distance covered in one turn that seemed a little implausible, especially for very battered units at the end of a battle... I don't expect the tiredness and casualties factor is figured into this, but I'm a little surprised the distance isn't.
rbodleyscott
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Re: Rout Pursuit On Steroids

Post by rbodleyscott »

Morbio wrote:OK, I'm fine with it, it was just the distance covered in one turn that seemed a little implausible, especially for very battered units at the end of a battle... I don't expect the tiredness and casualties factor is figured into this, but I'm a little surprised the distance isn't.
As I say, it isn't a time-slice simulation model.
Richard Bodley Scott

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