Moving back

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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Cunningcairn
Sr. Colonel - Wirbelwind
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Moving back

Post by Cunningcairn »

If there are no enemy units in charge range and a unit retires to its rear (moves backwards) can it drop a cohesion level?
rbodleyscott
Field of Glory 2
Field of Glory 2
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Re: Moving back

Post by rbodleyscott »

Cunningcairn wrote: Sun Nov 17, 2019 8:24 pm If there are no enemy units in charge range and a unit retires to its rear (moves backwards) can it drop a cohesion level?
A simplified distance-based algorithm is used to determine whether a test is taken. The enemy don’t have to actually be able to charge. They just have to be close enough for the men in the falling back unit to feel threatened - real world charges don’t have to start a certain distance away, and troops panicking when ordered to fall back don’t only do so after carefully working out whether an enemy charge could reach them “next turn”.

In short, it is proximity test, not an actual charge capability test.

And it is intentionally left vague so that players will not be able to know exactly when it is safe to fall back or not. Because it would be unrealistic if they did.
Richard Bodley Scott

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Cunningcairn
Sr. Colonel - Wirbelwind
Sr. Colonel - Wirbelwind
Posts: 1723
Joined: Mon Mar 11, 2013 6:05 am
Location: Christchurch, New Zealand

Re: Moving back

Post by Cunningcairn »

rbodleyscott wrote: Sun Nov 17, 2019 10:23 pm
Cunningcairn wrote: Sun Nov 17, 2019 8:24 pm If there are no enemy units in charge range and a unit retires to its rear (moves backwards) can it drop a cohesion level?
A simplified distance-based algorithm is used to determine whether a test is taken. The enemy don’t have to actually be able to charge. They just have to be close enough for the men in the falling back unit to feel threatened - real world charges don’t have to start a certain distance away, and troops panicking when ordered to fall back don’t only do so after carefully working out whether an enemy charge could reach them “next turn”.

In short, it is proximity test, not an actual charge capability test.

And it is intentionally left vague so that players will not be able to know exactly when it is safe to fall back or not. Because it would be unrealistic if they did.
Thanks that makes perfect sense.
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