New evades/rout paths
Posted: Mon Apr 19, 2010 9:57 pm
From the little I've tried with 1.2.3 so far, this seems to be working. A couple thoughts I have related to this:
1) BGs charging an evading unit really should continue to their full movement allowance (with any VMD is that is implemented in FoG PC) rather than stopping in the evaders initial hex. This will mean that any evader that must stop short due to friends in the way will have a real chance of getting caught.
2) Evaders should end the evade move facing in the direction of the evade, not back the way they came. This change would at least make it a bit more feasible to chase off inferior skirmishers with better ones with out the inferior skirmishers immediately being able to charge back on their turn and pin the better skirmishers so friendly heavy troops can then come up and stomp on the better skirmishers.
Chris
1) BGs charging an evading unit really should continue to their full movement allowance (with any VMD is that is implemented in FoG PC) rather than stopping in the evaders initial hex. This will mean that any evader that must stop short due to friends in the way will have a real chance of getting caught.
2) Evaders should end the evade move facing in the direction of the evade, not back the way they came. This change would at least make it a bit more feasible to chase off inferior skirmishers with better ones with out the inferior skirmishers immediately being able to charge back on their turn and pin the better skirmishers so friendly heavy troops can then come up and stomp on the better skirmishers.
Chris