Re: Auto-routing alternatives
I just saw the auto-rout kill something for the first time. I tested an unscripted holy 4 supercombatant against independents, and because it was unscripted, it proceeded to cast Word of God at the retreating enemies. Because it was alone, and did nothing but endlessly paralyze the three units left, it retreated on turn 50. The three remaining units died on turn 75 because they couldn't get out of paralyze.
It's hard to come up with rules that would work in a situation like this. What if the mage had been a measly S2 guy lucky enough to paralyze the enemy SC for a few turns? He has no chance, better that he runs away. What if it was a single militia, but very close to the mage? Should he try to kill him in melee, or to cast Mind Burn and risk going unconscious? Attacking when all enemies are paralyzed is stupid if you're crippled and unarmed, and they are heavily armored.
The only thing I can think of would help against the turn 75 auto-kill, and not the auto-rout:
First, kill all paralyzed units. If the battle hasn't ended yet, kill all unconscious units. If the battle hasn't ended yet, kill all units.
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