Automatic pushback/pursuit with infantry absolutely ruins this game

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
Paul59
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Re: Automatic pushback/pursuit with infantry absolutely ruins this game

Post by Paul59 »

There was a change to the push back mechanism in the 1.5.3 update (April/May 2020?), which reduces the frequency of push backs:

"o Push Backs: In order to more closely match the overall distance infantry units get pushed back in the game with accounts of historical battles, Push Backs will be less frequent. Units facing orthogonally (facing a square edge) will only get pushed back every second time they suffer a “lost badly” combat result, starting with the first time they suffer such a result. Units facing diagonally will only get pushed back every third time they suffer a “lost badly” combat result, starting with the second time they suffer such a result. Overall this simulates the unit getting pushed back half a square-side distance each time they suffer a “lost badly” combat result (instead of a whole square-side orthogonally or almost 1.5 square-sides diagonally, as previously)."
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SuitedQueens
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Re: Automatic pushback/pursuit with infantry absolutely ruins this game

Post by SuitedQueens »

Actually its one of the best features that makes the game dynamic and unlocks new roles for the reserves. Otherwise everyone simply would go wide looking for the best match ups in terms of POA + trying wide enveloping moves. If anything diagonal push backs should me more frequent.
fogman
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Re: Automatic pushback/pursuit with infantry absolutely ruins this game

Post by fogman »

There is the situation where you are about to destroy an enemy infantry unit through auto-rout, commit another infantry unit (or not) to finish the job faster; and it magically manages to pull out. And your units stand there like idiots...

Or you maneuver a unit for a flanking attack and... you get the idea.
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