Page 2 of 2

Re: Reinforcing / Retreating

Posted: Mon Mar 11, 2013 11:47 am
by toddtreadway
I would like the ability to either reinforce a space or leave a space without causing a battle, but also cause a battle if I desire.

Using a system where the location of your touch in a space matters might work. For example, touching the enemy unit would cause a battle when you move into the space. Alternatively, an extra button during combat, saying "Decline" might work.

Re: Reinforcing / Retreating

Posted: Mon Mar 11, 2013 1:17 pm
by rddfxx
A magic button(!) for retreat/reinforce. A nonstarter of an idea for BotB, which would drastically change gameplay. As the game plays now, you have to do things large, go in or get out 100%, with little opportunity to optimize after the fact, without usually facing some considerable risk, although there is more opportunity for the attacker pile more on in some cases. Reinforcing a low odds battle sometimes works, but better regroup elsewhere. We've all been there where another pip or two in a key area may have saved the day; get 'em next time!

Re: Reinforcing / Retreating

Posted: Tue Mar 12, 2013 12:14 pm
by Yojimbo252
rddfxx wrote:A magic button(!) for retreat/reinforce. A nonstarter of an idea for BotB, which would drastically change gameplay. As the game plays now, you have to do things large, go in or get out 100%, with little opportunity to optimize after the fact, without usually facing some considerable risk, although there is more opportunity for the attacker pile more on in some cases. Reinforcing a low odds battle sometimes works, but better regroup elsewhere. We've all been there where another pip or two in a key area may have saved the day; get 'em next time!
I think we should split out the 2 aspects Retreat and Reinforce as they are very different.

I agree with all the comments that being able to Reinforce without triggering combat is a significant change and not desirable.

But being able Withdraw a unit from an area without the remaining defenders triggering a battle is a different kettle of fish altogether and would be an improvement for the reasons already mentioned in this thread that wouldn't significantly impact balance.

Re: Reinforcing / Retreating

Posted: Tue Mar 12, 2013 4:42 pm
by rddfxx
So the combat model invokes an automatic counterattack (CA) if the defender attempts a partial retreat from an area, but no CA if the area is completely abandoned. I like it this way. A more complicated system would require a rearguard to facilitate the withdrawal in either circumstance, perhaps as well as letting the enemy decide whether there will be a CA response or not. I'm not in favor of a change.

Re: Reinforcing / Retreating

Posted: Tue Mar 12, 2013 5:28 pm
by Yojimbo252
rddfxx wrote:So the combat model invokes an automatic counterattack (CA) if the defender attempts a partial retreat from an area, but no CA if the area is completely abandoned. I like it this way. A more complicated system would require a rearguard to facilitate the withdrawal in either circumstance, perhaps as well as letting the enemy decide whether there will be a CA response or not. I'm not in favor of a change.
The question I put to you is, if the withdrawing troops require no counterattack to withdraw their troops in their entirety (in effect no rearguard action at all) why do they require one if they only want to withdraw some of their troops?

Secondly the enemy don't get a CA response under the current circumstances and no one is suggesting that changes.

Re: Reinforcing / Retreating

Posted: Tue Mar 12, 2013 10:56 pm
by rddfxx
Ah, a question for Mr Butterfield. My point is I wouldn't change it, and if I did, I would trigger a counterattack in both circumstances.