Game Mechanics that I don't understand
Posted: Fri Aug 05, 2011 11:10 pm
Dear developers
I've been playing this game for a while but there are several things relating to the mechanics I have observed that I just do not understand. I find it very frustrating as gamer that there is no descriptive off how they work yet they can have a material affect on combats and games. I would appreciate your description of how these seemingly random occurrences work.
1) Distance charged by unit when target evades.
There are time when a unit will charge an enemy unit that evades and at times it will end it movement having exhausted it's movement allowance and other times will continue on for more hexes. The rules state that it may be one more or one less than the move allowance. I assume it may also be just the move allowance. How is that extra/less or normal move allowance determines? Is it a 1/3, 1/3, 1/3 or otherwise? I could be wrong but there are times when the charging unit goes for more than one extra hex. Is that possible?
2) Evading
There are times when an evader is caught even though there are hexes that the unit could move to that are not adjacent to an enemy unit. Sometime there are friends in the way but in the case of LF that shouldn't matter. Sometime difficult terrain seems to affect it as well. Can you please explain the mechanics of how this works.
3) Which units can be attacked in combat
When a unit is facing 2 units in adjacent hexes there are times when it can only attack one of them and there are times when it seems to have the choice to attack either. There seems no pattern as to what determines that. Furthermore I can not determine if a friendly unit is engaged with an enemy unit so sometimes when I charge that enemy unit that is adjacent to my other friendly unit it then evades. Other times it appears caught. Can you please explain the mechanics of engagement work
4) Pursuing routers
The decision to pursue a router is subject to a CMT. Does the adjacent general impact on this decision or not. The help guide says it adds one but as I have pointed out in this forum before the + 1 for being adjacent to try and rally troops (as stated in the help guide does not actually apply). Does it actually apply in this CMT? I'd just like to know whether to place my general next to a critical potential pursue or not.
5) LF chargers
I have seen LF & LH units charge be able to charge into non light steady enemy units and other times (most) they are unable. Can you please explain what they can charge and if it variable what are the mechanics for determining if the charge is possible. I have read the help guide re this but have seen LF charge into steady MF in the open but in the rear.
Hope you can clarify these aspects
I've been playing this game for a while but there are several things relating to the mechanics I have observed that I just do not understand. I find it very frustrating as gamer that there is no descriptive off how they work yet they can have a material affect on combats and games. I would appreciate your description of how these seemingly random occurrences work.
1) Distance charged by unit when target evades.
There are time when a unit will charge an enemy unit that evades and at times it will end it movement having exhausted it's movement allowance and other times will continue on for more hexes. The rules state that it may be one more or one less than the move allowance. I assume it may also be just the move allowance. How is that extra/less or normal move allowance determines? Is it a 1/3, 1/3, 1/3 or otherwise? I could be wrong but there are times when the charging unit goes for more than one extra hex. Is that possible?
2) Evading
There are times when an evader is caught even though there are hexes that the unit could move to that are not adjacent to an enemy unit. Sometime there are friends in the way but in the case of LF that shouldn't matter. Sometime difficult terrain seems to affect it as well. Can you please explain the mechanics of how this works.
3) Which units can be attacked in combat
When a unit is facing 2 units in adjacent hexes there are times when it can only attack one of them and there are times when it seems to have the choice to attack either. There seems no pattern as to what determines that. Furthermore I can not determine if a friendly unit is engaged with an enemy unit so sometimes when I charge that enemy unit that is adjacent to my other friendly unit it then evades. Other times it appears caught. Can you please explain the mechanics of engagement work
4) Pursuing routers
The decision to pursue a router is subject to a CMT. Does the adjacent general impact on this decision or not. The help guide says it adds one but as I have pointed out in this forum before the + 1 for being adjacent to try and rally troops (as stated in the help guide does not actually apply). Does it actually apply in this CMT? I'd just like to know whether to place my general next to a critical potential pursue or not.
5) LF chargers
I have seen LF & LH units charge be able to charge into non light steady enemy units and other times (most) they are unable. Can you please explain what they can charge and if it variable what are the mechanics for determining if the charge is possible. I have read the help guide re this but have seen LF charge into steady MF in the open but in the rear.
Hope you can clarify these aspects