PDA

View Full Version : Routing Skirmishers



Sol Invictus
15 Dec 05, 21:36
I have only played Campaign Waterloo for about seven hours so far; great game; but one thing I have noticed that I would like to see changed/improved is Skirmisher Routing. As it is, when Skirmishers Rout, they are like dust in the wind and fly all over the place. I think it would be more realistic if they would retreat to their parent unit if the parent was close. I know that if I were a Skirmisher and felt so threatened that I found myself in headlong retreat, I would want to escape to the safety of my parent unit. The engine probably wont allow this, but it would be nice if Skirmishers that rout, retreated directly behind the parent unit if the parent and Skirmisher are in a two hex radius if each other. Just a nitpic. Now back to the glorious field of honor around that quaint little village called, uh, Quatre Bras I think it was. :horse:

Rick
16 Dec 05, 09:43
Isn't there a limited rout option you can select, which limites the distance a routing unit travels?

By the way, I think it's great to have a paperless manual where you can conduct your searches with a simple "ctrl F." It really speeds things up when your just learning the game.

Rick

Leftie
16 Dec 05, 10:52
I have only played Campaign Waterloo for about seven hours so far; great game; but one thing I have noticed that I would like to see changed/improved is Skirmisher Routing. As it is, when Skirmishers Rout, they are like dust in the wind and fly all over the place. I think it would be more realistic if they would retreat to their parent unit if the parent was close. I know that if I were a Skirmisher and felt so threatened that I found myself in headlong retreat, I would want to escape to the safety of my parent unit. The engine probably wont allow this, but it would be nice if Skirmishers that rout, retreated directly behind the parent unit if the parent and Skirmisher are in a two hex radius if each other. Just a nitpic. Now back to the glorious field of honor around that quaint little village called, uh, Quatre Bras I think it was. :horse:

To the best of my knowledge, whenever skirmishers rout, they take the path of least resistance away from the enemy.


It makes sense if you think about it. Would you rather swim across a river or run through an open field?

Sol Invictus
16 Dec 05, 12:09
I can understand the path of least resistance argument; however; I see to many instances of Skirmishers Routing behind enemy lines and away from friendly lines. One other thing about Skirmishers is it would be nice to have a quick and simple way to find the parent unit that a Skirmisher belongs to. When you want to recombine the Parent with Skirmisher, it can take a bit to find the right units to combine. Ideally, it would be great if Skirmishers would automaticly fire and retreat one hex when an enemy unit approaches; instead of standing their ground and taking the melee assault. There just shouldn't be many Skirmisher vs Enemy Unit melees, unless it is Cavalry. These are the main problems with Skirmishers; they are treated to much like a small regular unit.

I have played a total of around fouteen hours now and these are the only real things I would like to see tweaked. This is such a fine engine and great game. I'm playing the Quatre Bras Historical Scenario as the French and I can't really complain about the AI to much. It is agressive and maneuvers fairly effectively. The only really careless/stupid thing it has done is to use Welington and his escort cavalry unit to try to defend the Objective hex on the French right flank that is a bit forward of the British line. I could maybe understand this since it was the only unit that was close and it did cause me to detach a brigade from my main assault in order to capture it, thus delaying me from my main goal; however; Welington should not have been included in this heroic yet deadly form of sacrifice. :dead: I must say though, I am having a marvelously fun time. :salute:

Rick, yes there is a Limited Rout rule, but I have no problem with regular unit Routing, just the Skirmishers. This goes back to my point about Skirmishers being treated like a small regular unit. Their behavior should be handled differently.

Sgt_Rock
20 Dec 05, 02:58
Rout Limiting has to do with the morale test that happens when a unit routs and affects others to do so as well. The rule turns off any further morale test that would happen. Thus when the rule is ON other units are NOT affected by a rout unless that unit routs through them in which case they are disordered.

Rout paths are logical: the unit is not running towards the enemy but away from them. In the confusion of combat its not easy to distinguish your own lines from those of your enemy. And with the way that folks play where units are all over the place a battle line is often not distinct anyway.

John did the best he could do with giving us the current procedure. It may not be perfect but its a computer and cant possibly give us what really happened.

And by the way the game doesnt model how cavalry would sometimes just run completely away from the fight. We dont have that (thankfully) either.

KG_RangerBooBoo
20 Dec 05, 08:19
Someone correct me if I'm wrong but I think that units adjacent to a routing unit will undergo morale checks but that rout limiting adds a modifier to those units, increasing with the distance from the original routing unit. Therefore one routing unit can cause an adjacent unit to rout but the likelihood is now decreased and if an adjacent unit routs the unit next to it will have an even more decreased chance of routing etc. Therefore rout limiting just decreases the likelihood that you'll get mass routing, not the fact that the units will undergo morale checks.

rahamy
20 Dec 05, 08:50
From the rules...

--------------------------

Select Rout Limiting to reduce the amount of secondary routing that occurs. The default routing rules require that units adjacent to a unit that has failed its morale check must also take a morale check (there are restrictions such as routing skirmishers cannot cause non-skirmishers to rout). This is applied recursively if those units also fail their check. While this can result in the rout of large number of units, given normal probabilities it is ``self limiting’’, that is, it stops after a certain number of iterations based on the situation. When Rout Limiting is in effect, units in adjacent hexes undergoing a morale check receive a progressively larger modifier to their default morale. This modifier starts at 1 and is increased by 1 for each iteration based on a failed morale check. So, for example, if unit A fails their morale check, unit B in an adjacent hex undergoes a morale check with +1 added to their default morale. If unit B fails this test, then unit C in an adjacent hex to B undergoes a morale check with +2 added to their default morale. And so on. Therefore, as these modifiers increase, a point is reached where units stop routing which, in general, will be before they would have stopped otherwise. See the Design Notes in the Users Manual for why this is not a default rule.