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  #1  
Old July 3rd, 2008, 04:03 AM
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Default Why, why, WHYYYY?

So my Leopard two got hit by another MBT, but no damage worthwhile. Still, decides to follow the tradition of the infantry plattons earlier in this part of the map, and retreat on the opposite direction than it should, and got killed.

Why would they try to retreat on the other side? And not just this, but as I said, a few other, infantry platoons and crew earlier in the game when they retreated decided to go north west instead of east where we attacked from.

What am I missing?
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Old July 3rd, 2008, 06:22 AM
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Default Re: Why, why, WHYYYY?

Battle, scenario, campaign, or PBEM?
Any Rally hex set, maybe?
With infantry units the retreat routine may indeed make them retreat in an "other direction" if they're flanked etc("least threat"?). I've seen that. I can't remember observing any armor retreating "forward". But I wouldn't be that suprised if it did! I don't know if the retreat priorities differ radically for armor when compared to those for infantry (there is the armor unit facing issue that might make a difference). Maybe its just the unit speed that makes the armor retreat more dramatic. A retreating infantry unit will move ~2-3 hexes, a modern armor unit ~10-13 hexes (flat & clear terrain).
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Old July 3rd, 2008, 07:21 AM
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Default Re: Why, why, WHYYYY?

PBEM. Is it possible to check the rally hex during the battle?

The units were not flanked and their rear was safe. The enemy forces were 1-4 hexes to the west. My forces going from east to west.

I fail to understand what the speed of the units have to do with the retreat path.
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Old July 3rd, 2008, 11:16 AM
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Default Re: Why, why, WHYYYY?

Remember - there are no "Compass Directions" in SP. Games are played right to left, the top of the screen is "top" (not North) and the bottom "down", not South. Unless a scenario designer has annotated the map of course .

Retreaters will head for their own map edge (left or right), by the fastest route in MP expended - so will head for a nearby road, for example, if it computes that this will get it there. So the retreat direction could go off at an initial diagonal, not straight to the rear.

Also - see the Deployment Menu section of the GG, Retreat/Rally hex sub-section. If there is a rally hex, then the retreater will head for that as an initial point, before heading off to the rear (if it is not rallied by then).

But a retreater will still try to take the shortest route in MP to where it wants to go - if there are piles of wrecks, or stacks of troops in a hex, it may bypass the crowded hex for a more open one, especially for vehicles it will favour clear hexes over rough and wooded terrain and nearby road routes to the rear. That sometimes means a router will try to retreat across the front of a crowd of units or piles of wrecks, heading for the clear hexes at the side of the blob.

It'll try not to rout through enemy troops - but if it decides the best (least MP) route goes through some, then it will (they might not have shots left, after all!). Routers are more likely to simply "bull through" enemy than retreaters. And routers with OK status enemy in the same or adjacent hex may just simply surrender instead of routing.

But ultimately - retreaters go by the least MP route to where they want to be (rally hex first and then base edge), and there is absolutely no computation in there about routes that will be free from enemy fire, and only marginal note of enemy forces as hindrances to MP expended.

If you are deep in the enemy rear and the straight path to the base has enemy blocking it - then you may want to try putting a rally hex for those formations somewhere "radical" - in clear ground well away from the enemy, maybe even more towards the enemy baseline. In placing same - remember that they will go there, and then towards own baseline if not stopped, so that has to be part of your placement strategy.

Me - I don't generally bother with rally hexes, I leave it at the game default and simply just fight in a manner that my forces do not need to retreat (if it becomes necessary) through the enemy lines, other than maybe a throw-away section of armoured cars or suchlike that are trying to run down his gun-line, say. But they may well be useful if you have blocked the enemy by going around him - and he is thus now also blocking you .

Cheers
Andy
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Old July 3rd, 2008, 12:25 PM
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Default Re: Why, why, WHYYYY?

Just realised that I've never used the rally hex option either!
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Old July 3rd, 2008, 12:40 PM
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Default Re: Why, why, WHYYYY?

If you fight so as to keep your route to the rear generally clear, then you probably don't need to use it.

However - setting one for the entire force, to the rear and ahead of the baseline may help, as retreaters might pause there. However - most routers even have usually pulled there act together even before then, so it would really only help if your force was totally broken (and you headed the HQ there to aid with rallies). In which case the game is probably over, and you are thinking of salvage more than anything else (vs. a human opponent especially).

So - its most use for any formations which have looped round into the rear of an enemy with real fight capacity left in them (as opposed to a herd of routing grunts ).

Andy
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Old July 3rd, 2008, 11:27 PM
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Default Re: Why, why, WHYYYY?

Hmm, behind my units there was/is forrest, where 1-2 hexes ahead there is a dirt road going north and then east, so I guess it is possible they try to find the faster way towards the back of my lines....damn it.

Thank you guys/gals for your answers.
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  #8  
Old July 4th, 2008, 01:15 AM
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Default Re: Why, why, WHYYYY?

Maybe it was the rain of mortar rounds coming down in the woods behind him.
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