Logic behind fall back plus other queries
Posted: Mon Dec 15, 2014 2:21 am
1. I'm finding it frustrating with fall back. Why is it permissible to have a double cohesion drop from the single test but it isn't possible from combat or shooting? To have a fresh cavalry unit fall back with no apparent modifiers and go to fragmented seems awfully severe. In addition what constitutes within charge range? I had a disrupted foot regiment within charge range of an enemy cavalry so I charged in between them with my cavalry and engaged his cavalry. I then proceeded to fall back and went straight to routed. There were other units in charge range but they were all engaged with my units from the previous turn.
In truth I think a single cohesion drop is enough of a risk without introducing the chance for a double loss.
2. What is the roll needed for a double loss? Is it 2 or lower?
3. Why are the random battlefields sometimes having major forests in the center of your deployment? I find it hard to believe such terrain was chosen for an open battle. I think you need to examine how terrain is randomly distributed and have an algorithm that prevents some of these battlefields. I can understand them in certain scenarios like attack/defend but not for open battle. Major terrain features like a forest that can contain your entire army would of been anchoring a flank rather than disrupting your battle line.
4. I'm not sure about angled movement as it feels too gamey to slip through battle lines with dragoons or cavalry by attacking on the oblique.
5. Is it possible to have the potential casualty range shown for impact like it does for shooting? Also for melee? Not understanding the exact number of potential casualties weights the game in favor of players who can check the insides of the game engine. The percentage chance to win is useful but not understanding how casualties are exactly calculated denies a player the ability to actually anticipate outcomes unless they are the game designer or a tech savvy individual who can examine the programming.
6. Pertaining to casualties why does melee or impact result in so few casualties to the guns? I think if you win versus artillery they should basically be carried away - straight to rout - regardless of a cohesion test. The gunners will have fled or been cut down.
In truth I think a single cohesion drop is enough of a risk without introducing the chance for a double loss.
2. What is the roll needed for a double loss? Is it 2 or lower?
3. Why are the random battlefields sometimes having major forests in the center of your deployment? I find it hard to believe such terrain was chosen for an open battle. I think you need to examine how terrain is randomly distributed and have an algorithm that prevents some of these battlefields. I can understand them in certain scenarios like attack/defend but not for open battle. Major terrain features like a forest that can contain your entire army would of been anchoring a flank rather than disrupting your battle line.
4. I'm not sure about angled movement as it feels too gamey to slip through battle lines with dragoons or cavalry by attacking on the oblique.
5. Is it possible to have the potential casualty range shown for impact like it does for shooting? Also for melee? Not understanding the exact number of potential casualties weights the game in favor of players who can check the insides of the game engine. The percentage chance to win is useful but not understanding how casualties are exactly calculated denies a player the ability to actually anticipate outcomes unless they are the game designer or a tech savvy individual who can examine the programming.
6. Pertaining to casualties why does melee or impact result in so few casualties to the guns? I think if you win versus artillery they should basically be carried away - straight to rout - regardless of a cohesion test. The gunners will have fled or been cut down.