Withdraw
My current understanding is:
Units under fire go from READY to PINNED to RETREATING to ROUTED.
Units RETREATING or ROUTED usually move back a hex.
They can also TAKE COVER, which I believe takes place while PINNED. Units stay in their hex but get a chance to hide from view and probably get an additional defensive bonus.
It seems to me that more experienced, high morale or elite units will stubbornly stay put and take more casualties before RETREATING and moving back a hex, as though every piece of ground should be held at all costs.
My question is:
Is the code up to a WITHDRAW option? This would give commanders the ability to tell units to WITHDRAW upon taking fire. I guess similar to how we can set individual units in regards to Opportunity Fire and Rally Hex, it would be useful to be able to tell units to immediately WITHDRAW upon taking fire. So this setting would give you additional control over your units during your opponents turn.
This would be great for probing enemy defenses, scouting, or just when conservation of a unit is more important to you than holding ground.
Possible issues and observations:
Should AREA FIRE make units withdraw, I would say yes?
I assume PINNED units would be allowed to WITHDRAW, just as PINNED units are able to take cover; or should only READY units be allowed to withdraw?
If you WITHDRAW it may or may not result in being hidden. Close by enemy units could follow you and continue the attack.
Should Tanks WITHDRAW in reverse?
This may give humans an additional advantage over the AI, unless this was made into a PBEM only feature.
Just a thought, and even if all your excellent updates cease, this will remain the best wargame for many years to come.
Thanks guys.
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