New evade questions

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deeter
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
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New evade questions

Post by deeter »

I've learned the hard way that putting ZOCs behind potential evading LTs will stop them from evading, but not from turning, guaranteeing their destruction. Still trying to wrap my mind around that one. I suppose it's okay, but seems like a new rope-a-dope gambit.

However, I'm also seeing LF directly in front of their own HF occasionally unable to evade. Now aren't they supposed to be able to evade through friendly troops? If not, in what situations does this occur?

Can anyone enlighten me to how the new evade routine works?

Deeter
Blathergut
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Post by Blathergut »

All I know is that they will turn and try to run, but stay in place then if something stops them. There must be something near where those LF are trying to evade that is pinning them in front of their HF.

Or possibly they have rolled short and didn't get much of an evade move!
76mm
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Post by 76mm »

I am surprised how often LF is caught by HF and MF. I think it should be the oddball occurence, seems to happen too often though.
TheGrayMouser
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Post by TheGrayMouser »

76mm wrote:I am surprised how often LF is caught by HF and MF. I think it should be the oddball occurence, seems to happen too often though.
What always surprises me is when you impact attack a light foot that is already engaged with another of your units and the bugger evades, wasting that units turn:(
Scutarii
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Post by Scutarii »

L unit engaged and attacked by something stronger than L unit is something present since i play FoG, i call this "false engage" because i see this allways when after your L unit repulse an enemy unit and move another hex (or hexes) it engage an enemy unit (L unit) but without combat, this type of engage isnt a true engage and if you use a unit stronger than enemy unit to attack before use your L unit enemy evade allways, i think that the key is that engage needs melee, no melee the red arrow isnt a pure fix for enemy L unit :wink:
deeter
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Post by deeter »

Well it happened again. My LF was in front of two rows of friendly HF. It was charged by HF but could not evade, only turn away. Any thoughts?

Deeter
deadtorius
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Post by deadtorius »

If you have alight that one of your guys pursued adjacent to, if you charge that light they will bugger off on you, they are not locked in melee so can evade as usual. I believe if you ignore them they will be locked in melee at the the end of your turn so can't run away in their own players turn.

As for not evading through heavies is it possible the terrain behind the heavies cost too many MP's for them to make it through the heavies and so they stood their ground?
Only other possibility is that your lights are of extremely limited intelligence and they turn around, forget what they were doing and while pondering the new direction change get caught by the enemy. Perhaps next time you should look a little more closely at your army list and get the slightly brighter LF instead of the real cheap brain dead ones you normally pick. 8)
deeter
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Post by deeter »

No, these are average Gallic types, not those poor eastereners. There was clear terrain behind them and they could have easily cleared everyone. I think there is a new feature at work here. It would be great if a developer would explain how evade works now. I really wondering about the whole ZOC thing too.

Deeter
batesmotel
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Post by batesmotel »

Keith did say that there now is a potential adjustment to evade/pursuit distance similar to the VMD for FoG TT. I don't know if it can only be a variation of 1 hex plus or minus or if it can also change by 2. Would a reduction of your LF movement distance by one or two have left it with insufficient movement to clear the HF?

Chris
....where life is beautiful all the time
batesmotel
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Post by batesmotel »

deadtorius wrote:If you have alight that one of your guys pursued adjacent to, if you charge that light they will bugger off on you, they are not locked in melee so can evade as usual. I believe if you ignore them they will be locked in melee at the the end of your turn so can't run away in their own players turn.

As for not evading through heavies is it possible the terrain behind the heavies cost too many MP's for them to make it through the heavies and so they stood their ground?
Only other possibility is that your lights are of extremely limited intelligence and they turn around, forget what they were doing and while pondering the new direction change get caught by the enemy. Perhaps next time you should look a little more closely at your army list and get the slightly brighter LF instead of the real cheap brain dead ones you normally pick. 8)
It is the cheap poor LF that is by far the brightest available. Unlike those average dullards and those brutish superior LF, the poor LF always has its purpose clearly in mind which is to run away from anything that would try to hurt it. It is those more expensive LF that tends to suffer from the terminal indecision about whether it should run away or not :twisted:

Chris
....where life is beautiful all the time
deeter
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Post by deeter »

My brutish LF had full movement available (give or take a varialbe movement point.) And only had to spend three MPs to reach safety. I've noticed this feature a few other times lately and have been on the lookout for it. I do like the VMD, by the way, but this other behavior is baffling.

Deeter
batesmotel
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Post by batesmotel »

deeter wrote:My brutish LF had full movement available (give or take a varialbe movement point.) And only had to spend three MPs to reach safety. I've noticed this feature a few other times lately and have been on the lookout for it. I do like the VMD, by the way, but this other behavior is baffling.

Deeter
When they turned around, did they end up facing directly in the direction it would have taken the 3 MP to reach safety? Any chance that they were trying to run obliquely through your line and couldn't make it? I know I don't always correctly guess what the direction the computer thinks the skirmisher should evade in. It definitely is not based on what hex side of it would actually be contacted initially by the attacker. It is more a vector from the attackers initial hex through the skirmishers initial hex with a bit of deviation allowed. So if the attacker charged your skirmishers at an oblique angle to the line of HF, that may be why they couldn't go through the line. FoG PC doesn't seem to have the option of evading to the skirmisher's rear as an alternative to evading in the direction of the charge as the TT rules do.

Chris
....where life is beautiful all the time
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