Too Easy for Routing Units to "Squeeze" out

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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sage3
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Too Easy for Routing Units to "Squeeze" out

Post by sage3 »

Routing units can squeeze out of some pretty silly cases, including through front lines. I think that either, 1) They should be quite limited (perhaps not being able squeeze through diagnonals) or 2) Or when routing and adjacent to enemy troops, they should suffer significant casualty hits. This is more of an issue when playing FOGE battles, since being able to do casualties is important. Thanks!
Blastom1016
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Re: Too Easy for Routing Units to "Squeeze" out

Post by Blastom1016 »

You can image how a bundle of scattered people can ''squeeze" through ranks and joint of formations.
Accurately, normal formations can squeeze through diagnonals.
MVP7
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Re: Too Easy for Routing Units to "Squeeze" out

Post by MVP7 »

I think it's far more likely that routed men would push through friendly formation, running directly away from danger rather than collectively move in the weird paths that might temporarily move move them closer to enemy or even take them behind enemy lines.

It would be nice if broken units could only move away from enemies they are fighting by moving through friendly units if necessary like light infantry can do. This could also moderately disorganize the moved through unit for the next turn in some conditions (like only if the passed through unit is undrilled foot). If routed units move through any enemy ZOCs they should take casualties like a pursued unit.
Gaznak
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Re: Too Easy for Routing Units to "Squeeze" out

Post by Gaznak »

MVP7 wrote: Tue Aug 20, 2019 10:52 am I think it's far more likely that routed men would push through friendly formation, running directly away from danger rather than collectively move in the weird paths that might temporarily move move them closer to enemy or even take them behind enemy lines.

It would be nice if broken units could only move away from enemies they are fighting by moving through friendly units if necessary like light infantry can do. This could also moderately disorganize the moved through unit for the next turn in some conditions (like only if the passed through unit is undrilled foot). If routed units move through any enemy ZOCs they should take casualties like a pursued unit.
This more or less happened in FOG1, and though I haven't played it, I think it was a feature of tabletop as well. Units would retreat through friendlies, and those friendlies had to roll for cohesion.

I suppose they either tried to implement it and it didn't work well under the newer movement system, or else scrapped it for some other reason.
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