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patch 1.2.7 observations by pantherboy

Posted: Fri Jun 11, 2010 6:28 am
by pantherboy
Firstly, I noticed that the end of turn sequence runs through even if the enemy force has been routed. Does this mean that if my army is routed in my turn that I still get the opportunity to rally my units and potentially extend my life for another turn?

Regarding double moves just for everyones information they have set it as optional so if you don't like it then like FOW you can turn it off.

One potential problem with double moves is that if you are first you can send forward a couple of lights to prevent the enemy from double moving and create a zone behind them where you'll be able to do it. It has the potential to alter the balance of many scenarios as you can occupy key positions before your opponent even if they have the more mobile force by virtue of moving first.

Posted: Fri Jun 11, 2010 7:10 am
by hidde
Hm, don't know what to think about double moves...I'm skeptical.
The player who wins initiativ moves second as it is now. Is that still the case?

Posted: Fri Jun 11, 2010 8:43 am
by IainMcNeil
I think we may need to extend the deploy zone for the player moving 2nd.

I also think we need to only allow double moves in a forward arc - i.e. no turns.

Posted: Fri Jun 11, 2010 12:14 pm
by pantherboy
When playing the Jewish ambush scenario I found that my light foot would pursue the enemy unit when routing it in combat. This lead to it moving adjacent to a fresh MF which proceeded to decimate the LF. This happened to two of my LF and one of them chased the routing unit into a open hex on the road and then was pinned by a fresh MF on higher ground in the scrub. All of the chasing initially started in scrub but I thought light troops wouldn't pursue into contact with enemy non-light foot.

Posted: Fri Jun 11, 2010 4:11 pm
by pantherboy
I played the Alobograe scenario where Hannibal is ambushed. Due to the terrain and scattering of forces I had the enemy (Carthaginian) cavalry evading along ridiculously long routes. Carthaginian cavalry in the valley and charged and ended up 12 hexes away uphill and through forest zig zagging through my light foot screen. The movement cost for the distance was around 20MF plus they are facing the rear of my skirmishers. Fortunately I still slaughtered the Cartho's but you need to place some limit on the maximum evade or break off distance.

Posted: Fri Jun 11, 2010 4:59 pm
by deeter
Haven't loaded up the beta yet, but regarding double moves -- on the TT, it is considered fair to let the loser of iniative move first since the winner got to pick the battlefield. However, on the TT, the winner has a lot more control over that choice than he does on the PC.

Furthermore, being able to move double comes with some heavy restrictions. Only BGs with a commmander attached can do this, either singly or in battlelines made up of compatible unit types. They can only move straight ahead or execute a limited wheel.

If the patch just allows everyone to do anything so long as they stay out of range, I can foresee a lot of sillyness.

Deeter

AI beffuddled by double move

Posted: Sat Jun 12, 2010 2:29 pm
by batesmotel
The AI seems to rarely use double moves other than for its skirmishers. If anything, due to this the A is probably weaker overall now if you use double moves despite the tweaks made to improve it.

In general I think the double moves should be restricted to troops starting within command range of a commander.

Chris

Posted: Sat Jun 12, 2010 11:38 pm
by MesaDon
I find that I like the double moves. I have in far to many games had a flanking force get to where it needed to be far to slow to be effective in the battle even through they had no enemy units close to hinder them for most of their movements. I do think that a commander within range is a good idea. I have noticed in the forums that in some cases people consider the leaders a joke in the PC game especially in DAG where they have the Cin C and none other. This would give another reason for having leaders and giveing the leaders more of a reason for existance.

Posted: Sun Jun 13, 2010 3:48 am
by pantherboy
Haven't encountered any bugs during play yet :D

Posted: Mon Jun 14, 2010 3:49 am
by pantherboy
Looting message doesn't adjust for new number of break points to be lost. It still says 2 even if you'll lose more.

The multiplayer screen for game management doesn't indicate the number of finished games.

Posted: Wed Jun 16, 2010 4:30 pm
by Xiggy
If you are extending the deployment area for the person moving 2nd, why have double moves at all? It means you are adding double moves, then rebalancing to negate them?

With double moves, who ever moves first has a significant advantage, so 1 dice roll means win or lose before you even have done deployment. Extending the deployment zone for the person moving 2nd, effectively shrinks the map. I know they dev's will eventually get it balanced. But it almost seems we will end up where we started. I am not sure why we need double moves. Combat usually starts on turn 2, turn 3 at the latest.