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Secondary Combats redux

Posted: Thu Dec 30, 2010 2:29 am
by TheGrayMouser
In my quest to determine how when why units pursue routers I have begun to use the battle log...

One thing I noticed is the following phenom

lets say its your active turn and you complete a combat with your fragged Bg, it routs , and the rout path passes by one of your other non moved/activated BG's and the pursuing enemy BG comes into contact with it. Now you are forced to conduct a combat with this enemy BG this same turn...

When this happened I noted the combat log displayed this as a melee combat and not an impact combat.... Is this what it should be? (i am not going to remotley start a discussion on ifhistorically it should be one over the other :shock: ) just curious if this is what it is supposed to be.... My understanding is that the TT game would consider this an impact combat.....

Re: Secondary Combats redux

Posted: Thu Dec 30, 2010 4:09 am
by zumHeuriger
TheGrayMouser wrote:In my quest to determine how when why units pursue routers I have begun to use the battle log...

One thing I noticed is the following phenom

lets say its your active turn and you complete a combat with your fragged Bg, it routs , and the rout path passes by one of your other non moved/activated BG's and the pursuing enemy BG comes into contact with it. Now you are forced to conduct a combat with this enemy BG this same turn...

When this happened I noted the combat log displayed this as a melee combat and not an impact combat.... Is this what it should be? (i am not going to remotley start a discussion on ifhistorically it should be one over the other :shock: ) just curious if this is what it is supposed to be.... My understanding is that the TT game would consider this an impact combat.....
I reread the pursuit section of the TT rules - contacting fresh troops is a charge (and evades are allowed). Maybe should be resolved as impact combat by the pursuer and the blocker first and then as melee if more than one unit makes contact ?

Cheers

Tom

Re: Secondary Combats redux

Posted: Thu Dec 30, 2010 4:16 am
by TheGrayMouser
zumHeuriger wrote:
TheGrayMouser wrote:In my quest to determine how when why units pursue routers I have begun to use the battle log...

One thing I noticed is the following phenom

lets say its your active turn and you complete a combat with your fragged Bg, it routs , and the rout path passes by one of your other non moved/activated BG's and the pursuing enemy BG comes into contact with it. Now you are forced to conduct a combat with this enemy BG this same turn...

When this happened I noted the combat log displayed this as a melee combat and not an impact combat.... Is this what it should be? (i am not going to remotley start a discussion on ifhistorically it should be one over the other :shock: ) just curious if this is what it is supposed to be.... My understanding is that the TT game would consider this an impact combat.....
I reread the pursuit section of the TT rules - contacting fresh troops is a charge (and evades are allowed). Maybe should be resolved as impact combat by the pursuer and the blocker first and then as melee if more than one unit makes contact ?

Cheers

Tom
Oye maybe another bug then? cause the combat log showed the secondary contact as a melee... I have seen units evade in these situations though, so that part is consistant with the TT.

Posted: Thu Dec 30, 2010 3:47 pm
by zumHeuriger
It might be a needed simplification, since the side that is resolving the combat wasn't the one to move into contact.

Posted: Fri Dec 31, 2010 12:38 am
by deadtorius
on the TT a pursuit that contacts enemy is a charge, if it contacts flank or rear its a flank or rear charge with the auto cohesion loss. I have noticed the lack of pursuit charges since the game came out.
If you are adjacent to more than one enemy and one of them breaks and routs you will not pursue but will turn and engage one of the adjacent enemy units, otherwise you should always pursue a broken enemy. for some reason though I have noticed that sometimes your units will not pursue, which might be a low variable move roll that came out to 0 hexes of pursuit. The variable move is the cause of some chargers going way out front farther than expected, they rolled way up and picked up extra hexes.
based on my own observations and educated guesses, and having played the TT rules for years