Something that might add to a nail-biting finale
Posted: Thu Feb 18, 2010 6:00 pm
So I was playing a losing game on Cynsocephalae, and was one or two break points over my limit. I wasn't going to win without a minor miracle, but I wanted to try and stay in the game to hurt my opponent (Paisley) just that little bit more. I therefore placed my general next to a bunch of fragmented and disordered troops, in the hopes that they would recover at the end of the turn and keep me in the game.
Yet, as soon as I hit "end turn," the game ended in defeat. The game never checked to see if any units recovered. Is this working as designed? Either way, I think the game would result in a few more exciting end-battles if generals could bring their forces back from the brink, if only prolonging the battle for another turn or two. As it stands, you're done the moment the breakpoints reach the maximum, so there's no point in finishing your turn unless you think you can push him beyond your number of breakpoints. If the game rolls for cohesion recovery before declaring victory/defeat, however, there would be a reason for you to run your generals into the routing troops, in the hopes of one last breath before defeat.
Yet, as soon as I hit "end turn," the game ended in defeat. The game never checked to see if any units recovered. Is this working as designed? Either way, I think the game would result in a few more exciting end-battles if generals could bring their forces back from the brink, if only prolonging the battle for another turn or two. As it stands, you're done the moment the breakpoints reach the maximum, so there's no point in finishing your turn unless you think you can push him beyond your number of breakpoints. If the game rolls for cohesion recovery before declaring victory/defeat, however, there would be a reason for you to run your generals into the routing troops, in the hopes of one last breath before defeat.