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Wow. I guess the rule is 'never retreat'

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11 years ago
Oct 3, 2014, 9:36:32 PM
guys, I didn't get ANY turns. I tried to retreat, BANG, four dead units immediately.
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11 years ago
Oct 5, 2014, 11:10:25 AM
when hunting down a settler, I split my army into three parts. Retreating is much better implemented in EL, than ES, but I mostly don't retreat. I try not to engage instead.
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11 years ago
Oct 5, 2014, 3:56:23 AM
Maybe not directly on topic, but as far as catching those AI settlers who usually retreat, I split my army in 2 before attacking. They'll retreat from one, and when the second attacks they're forced into battle at 50% health.
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11 years ago
Oct 4, 2014, 11:24:51 AM
Twinsen wrote:
The current retreat system may not be perfect but at least you can't run away forever.



I would also prefer a more meaningful retreat system where you can either choose a unit to sacrifice or slow units can't retreat at all or something like that.




Actually with Broken Lords you can. I find this really useful if your settler doesn't get to its target within three turns, you just heal it with dust smiley: smile



But yes that's just the BL faction :P
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11 years ago
Oct 4, 2014, 5:07:45 AM
The current retreat system may not be perfect but at least you can't run away forever.



I would also prefer a more meaningful retreat system where you can either choose a unit to sacrifice or slow units can't retreat at all or something like that.
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11 years ago
Oct 4, 2014, 12:06:16 AM
If you took speed into account, then maybe you should also consider how heavily armored and protected each unit is, and maybe its initiative?
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11 years ago
Oct 3, 2014, 11:56:33 PM
Adventurer_Blitz wrote:
I suppose that's true, but what is the point of retreating if it only buys you 1 turn before your army is destroyed? Maybe there could be greater chance of your army getting destroyed in its first retreat, but then when it does retreat it moves a few spaces away from the attacking army without losing movement points.




Having the 50% go over the whole army is probably the weakest part of it.



If the 50% damage was applied unevenly, based on say, a units speed, then slower units would be cut down on the retreat, where faster ones might only get a few scratches.



Or something like that.
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11 years ago
Oct 3, 2014, 11:49:47 PM
Propbuddha wrote:
As per Nos's response to your post above, if your units were 50% health or less, they will die...




I'm playing as the broken lords as always keep my units healed up with dust. These guys were fine.
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11 years ago
Oct 3, 2014, 9:46:36 PM
Adventurer_Blitz wrote:
Even if a settler founds a city, shouldn't an army be able to easily capture it?




Thats what makes it TACTICOOL. Maybe we were at cold war. Neutral region? Not anymore, suddenly it costs you 79 influence if you wanna rumble. Maybe I'll take your capital while youre at it, spend my own influence on buffs, and you can spend s'more influence on giving me techs when I beneficently trade the cities back for a truce.



.. but if it actually was war-war and you were just crushing me and that lil settler held the last of my hopes and dreams and you wrecked him because youre a terrible person then, yeah smiley: frown
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11 years ago
Oct 3, 2014, 9:38:18 PM
Idaho wrote:
guys, I didn't get ANY turns. I tried to retreat, BANG, four dead units immediately.




As per Nos's response to your post above, if your units were 50% health or less, they will die...
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11 years ago
Oct 3, 2014, 5:11:03 PM
I had a hero and three units or... FOUR UNITS in a battle with two 'not particularly strong' units.



I tried to retreat and ALL FOUR OF MY UNITS WERE KILLED.



Yikes. That's brutal. One maybe, two maybe... but all four?



Looks like retreat is never an option.
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11 years ago
Oct 3, 2014, 9:01:11 PM
[edit:Sir-Rogerstotallywonthisrace.]



Its possible that your one precious turn of reprieve gets that retreating scout back into friendly territory or back within range of the rest of your army. Maybe your scout can fully outrun the pursuer. Its also useful for settlers, which has surely annoyed anyone trying to stop the AI settling a region. (Ive had a settler retreat from me three times in a row, buying enough time to settle where they wanted. Splitting your stack so they can attack separately and each cost a retreat is a lame workaround, hiss.) Retreat can get them around roaming minor faction forces that burst from the shadows with a fiery hunger for delicious settlermeats.



Niche uses, but anything that provides nuanced options is preferable to none.
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11 years ago
Oct 3, 2014, 8:57:18 PM
I always retreat if an unprotected settler is attacked. That buys you 2 more turns. The turn that you move now (since AI automatically attacks at the start of a turn), and then turn after. Since the unit will regen some health, at the beginning of the next turn, and your 2nd retreat you're out of time. So you got 2 full turn moves to get your vulnerable unit(s) into safety.



This is most useful for settlers (create a new city), or for armies if you can reach the protective walls of one of your cities.
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11 years ago
Oct 3, 2014, 8:25:06 PM
I suppose that's true, but what is the point of retreating if it only buys you 1 turn before your army is destroyed? Maybe there could be greater chance of your army getting destroyed in its first retreat, but then when it does retreat it moves a few spaces away from the attacking army without losing movement points.
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11 years ago
Oct 3, 2014, 8:10:21 PM
Adventurer_Blitz wrote:
I don't know about how good retreat actually is, i mean your unit always loses enough health for it to not be able to retreat again, and unless your army can move further than the opposing army, it will always be attacked and destroyed.




On the other side however, it would be insanely frustrating to never be able to hunt down an enemy army if you couldn't.
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11 years ago
Oct 3, 2014, 8:08:14 PM
I don't know about how good retreat actually is, i mean your unit always loses enough health for it to not be able to retreat again, and unless your army can move further than the opposing army, it will always be attacked and destroyed.
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11 years ago
Oct 3, 2014, 8:04:54 PM
Retreat is useful if you are surprised by a huge army and want to save your unit. It is not at all useful as a tactical maneuver, which is what I found out having used it like tactical retreats in Total War-games.
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11 years ago
Oct 3, 2014, 8:01:28 PM
If you have lots of movement (probably cavalry) and your opponent's units are fairly slow, then you you could also go into manual mode and try and run away, leaving nothing to chance with the auto battle.
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11 years ago
Oct 3, 2014, 7:16:29 PM
Retreat always substracts 50% of the maximum health. if all of your units had 49.99% of maximum health, at that time, they'd automatically all die. You can try to enter auto combat with defensive maneuvers, instead, in order to really retreat, instead of using the mechanic labeled as such. Sometimes, it's the far better option.
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