Skirmishers

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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deeter
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1987
Joined: Sat Sep 06, 2008 8:52 pm

Skirmishers

Post by deeter »

Is there any way to predict when a skirmisher will stand or evade, disregarding things like evasion routes and the like? I suspect this has been discussed many times but a search doesn't nail it down. I have a skirmisher charge another while having an advantage in combat but the defender stands. Another time, not. Closeness may or may not be a factor, but I am mystified. Any help with a rule to follow would be appreciated.

Deeter
SuitedQueens
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 485
Joined: Fri Mar 12, 2021 3:09 pm

Re: Skirmishers

Post by SuitedQueens »

Check this thread first. viewtopic.php?f=477&t=104320&p=909703&h ... le#p909703

Then look at this thread (very detailed answer):
viewtopic.php?f=623&t=105310

Be aware that AI don't understands ZoC locking of Cavalry to prevent fall back rules. AI can chose to stay in melee ignoring nearby infantry that has bad chance on frontal charge or can't charge this turn, but get 90 degree ZoC with free general 45 degree turn. Also, cavalry will bounce back from nearly all Heavy Foot and Medium Foot unless charging in the flank.

Here's Discord discussion involving me (DarkSavant):
Image
deeter
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1987
Joined: Sat Sep 06, 2008 8:52 pm

Re: Skirmishers

Post by deeter »

Thanks but not exactly what I asked. Ignoring ZOCs, etc, doesn't relative melee strength affect who stands and who doesn't? Or is evasion chances more important?

For example, I have a slinger in front of and parallel to a foot unit that is charged by a javelin unit which is superior in melee. One would expect it to evade, having a clear route and no chance of winning, yet it stands and dies. Or it turns to run away and can't, getting hit in the rear.

Deeter
SuitedQueens
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 485
Joined: Fri Mar 12, 2021 3:09 pm

Re: Skirmishers

Post by SuitedQueens »

deeter wrote: Sun Apr 25, 2021 5:46 pm Thanks but not exactly what I asked. Ignoring ZOCs, etc, doesn't relative melee strength affect who stands and who doesn't? Or is evasion chances more important?
Please read the second topic. It has all of the answers from the dev himself. Just replace cavalry with skirmishers. Melee strength of units that are able to charge skirmishers directly affects evasion chance.

Discord screenshots just describe how to abuse this behavior and AI blindness. I posted this tactic on Discord before this topic on the forum appeared, cause I know that it works and it's very potent trap as you can imagine.
deeter wrote: Sun Apr 25, 2021 5:46 pm For example, I have a slinger in front of and parallel to a foot unit that is charged by a javelin unit which is superior in melee. One would expect it to evade, having a clear route and no chance of winning, yet it stands and dies.
Post a screenshot and I can proly come up with a reason why that happened. Maybe your unit felt that he would be shot up to pieces by enemy forces if he wouldn't engage or smth like that. You have to admit that the scenario described in the next quote occurs way more frequently and you don't need to do case by case inspection there.
deeter wrote: Sun Apr 25, 2021 5:46 pm Or it turns to run away and can't, getting hit in the rear.
The only situation where the enemy evading unit cant run away is when 2 squares on the sides and 3 squares behind him (or charge direction) blocked by units. The other scenarios are 25% chance to gain/lose 4 AP during pursuit (50% of this not happening and dice rolled for both sides), so I don't get what do you mean here.
deeter
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1987
Joined: Sat Sep 06, 2008 8:52 pm

Re: Skirmishers

Post by deeter »

Thanks for the answer.

Deeter
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