Return of pursuing madness

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
rbodleyscott
Field of Glory 2
Field of Glory 2
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Re: Return of pursuing madness

Post by rbodleyscott »

kbo1915 wrote: Sun Jan 26, 2020 6:21 pm I'm ok with the "pursuing madness" even though I'm regularly caught out with it. The pursuit issue that I find frustrating is when a cav unit is pursuing another unit that after 2-3 turns stops routing for 3-4 turns, leaving the pursuing unit very exposed and vulnerable, frozen in place. My feeling is that if a broken unit stop routing they should disperse just like if they're initially blocked from routing, or at least let the pursuing unit take some kind of action.
I am not really sure what you mean by this. Routers cannot rally while they are still being pursued, so if they rally the pursuers must already have stopped pursuing.
Richard Bodley Scott

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kbo1915
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
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Re: Return of pursuing madness

Post by kbo1915 »

rbodleyscott wrote: Sun Jan 26, 2020 8:16 pm
kbo1915 wrote: Sun Jan 26, 2020 6:21 pm I'm ok with the "pursuing madness" even though I'm regularly caught out with it. The pursuit issue that I find frustrating is when a cav unit is pursuing another unit that after 2-3 turns stops routing for 3-4 turns, leaving the pursuing unit very exposed and vulnerable, frozen in place. My feeling is that if a broken unit stop routing they should disperse just like if they're initially blocked from routing, or at least let the pursuing unit take some kind of action.
I am not really sure what you mean by this. Routers cannot rally while they are still being pursued, so if they rally the pursuers must already have stopped pursuing.
I'm sorry if I wasn't clear, the router has not rallied, still technically routing, just ubblocked in open terrain and not moving during its rout phase. That means the pursuer is frozen and vulnerable.
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