That's what I thought you meant, thanks for the clarification.iainmcneil wrote:Anarchy will be prevented if the unit would end in terrain that disorders it - it doesnt matter the odds of winning the combat.
OK, that's good. It will certainly force some tactical decision from the commander, before it was a no-brainer, mobility and position easily beat the 2 points at risk!iainmcneil wrote:By baggage we mean camp.
Thanks to everyone for the explanation. I'm still not 100% convinced, but I'll reserve judgement until I've seen it.iainmcneil wrote:Double moves allow redeployment of troops behind the lines. It is only possible if out of range of enemies so not used when close up. If you are screening your main force with light troops you'll be able to double move but the enemy wont because of your lights.
I think I used the wrong term here, what I meant was a refusal of orders... so that occasionally, those that should evade get caught (or chose to fight), or those that should stand evade.iainmcneil wrote:Evades are not subject to anarchy.
I think that's fair enough, although my 2 criticisms were based on "zones of control" and distance rather than an evaluation of gainiainmcneil wrote:Break off is not on our list for now. Working out if the unit gains from a break off or not is almost impossible so it is unlikely this will ever change. All we can do is look at the mechanics and it either will be able to or not based on the space avaialble, not on whether it gains from it.
Once again, thanks for listening, and I'm really excited by the list of improvements
