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Advance after chasing Evader

Posted: Tue Aug 10, 2010 6:15 pm
by TheGrayMouser
Does any one know what the final word on units continuing to move afer chasing an evader is? At this point I am not sure what has already been discussed, what might be or might not be a bug...

The example I mean is heavy foot, whether by purpose or in anarchy, advances a hex to drive off a skirmisher... The Infantry then contiues, exceeding its max move allowance.. 3 hexes is the norm but i am pretty sure I have seen 4 of total movement
Now when anarchy was a lot more prevelent (and i think i am the only player that liked it how it was) this wouldnt have bothered me so much but now, my knights almost never ananrchy but i find pikes , legions and in some ways worse, hoplite anarchy with much greater frequency (likly very open to my perceptions)

Because of this, it appears tha formed heavy foot is now the "wild card element" vs the historically volatile knights ( all relative of course)

It is odd that knights with a move of 3 never seem to advance more than their full 3 hexes when they charge an evadie, but heavy foot often does....
Is a happy medium still be searched for , or is this the final way it will be?

Posted: Tue Aug 10, 2010 7:35 pm
by Blathergut
I have seen:

>no advance/pursuit (when the HF already moved 2 hexes to get adj.)
>pursuit into original enemy hex and stop
>pursuit beyond original enemy hex (various...can be 1...can be more)

It's not like it was though, where you could go and go and go and go...

But I don't know specifics as to how far you can go. I have seen them pursue 2 additional hexes for sure. But it is very rare.