American Civil War Game Club (ACWGC)
http://www.wargame.ch/board/acwgc/

Routed units behind enemy lines
http://www.wargame.ch/board/acwgc/viewtopic.php?f=4&t=14334
Page 2 of 2

Author:  Al Amos [ Fri Dec 11, 2009 1:52 pm ]
Post subject: 

I thought the routed units behind Confederate lines were their leaders. [:D]

MG Al "Ambushed" Amos, Commanding Officer
4th "Amos' Ambushers" Bde, 1st Div, XX Corps, AoC, USA

Author:  Drex [ Fri Dec 11, 2009 2:08 pm ]
Post subject: 

Well routing through "unfriendly unit lines" would be more clear but others seem to knoiw what I;m talking about. Whether the AI can be programmed or not, I don't know. It looks like a candidate for a house rule or an ACWGC rule.

MG Drex Ringbloom,
Cdr, 2nd Div "Corcoran's Legion", VIII Corps
Army of the Shenandoah
Image

Author:  Dejan Zupancic [ Tue Dec 22, 2009 1:14 am ]
Post subject: 

I think a simple rule can help a lot here: the player whose units rout behind ememy lines is obliged to inform his opponent of their exact location and he can not move them on his first turn. After that these units can operate freely.

Author:  Drex [ Tue Dec 22, 2009 6:34 am ]
Post subject: 

Dejan: After a while the routed unit would become disrupted then achieve a normal status. This would never happen in real life. Some of these routed units are large(and there can be more than one) and can create real problems. It would take a brigade(or more) to deal with them. This is an unfair advantage. They should be left where they are and frozen for the rest of the game.

MG Drex Ringbloom,
Cdr, 2nd Div "Corcoran's Legion", VIII Corps
Army of the Shenandoah
Image

Author:  Dejan Zupancic [ Tue Dec 22, 2009 6:59 am ]
Post subject: 

Hello,
Leaving these units inactive the whole game also doesn't make much sense as that would be equal to their annihilation (minus the VPs)...
If you know the exact location of routed units and providing the opponent didn’t move them, it should be no problem eliminating them on your first turn.
Anyway, these units can only cause problems in covered terrain, in open they can be eliminated immediately. And historically it was always a nightmare having to deal with enemy units behind your lines and occupying covered terrain (especially forests and marshes)…


Maj. Gen. Dejan Zupancic
1/III AoA CSA

Author:  boilertech [ Tue Dec 22, 2009 7:28 am ]
Post subject: 

General Drex for some reason I have to agree with you for once. They should stay fixed in rout mode until they reach their lines and not be able to regain their strength. They also shouldn't be able to over run supply wagons. Anyway Merry Christmas Yankee [:D]from Dixie

Respectfully,
Lt. Gen. Gery Bastiani
3/3/III AotM CSA



"If there is a shell or bullet over there destined for us, it will find us" - General James Longstreet

Author:  Drex [ Tue Dec 22, 2009 8:05 am ]
Post subject: 

Merry X-mas Gery and Dejan! Unless the program is changed, the routd units will regain normal status so a house rule needs to be made to let these units remain where they are.A routed unit behind enemy lines without a leader(they never have a leader) would never achieve cohesion during the battle.
Dejan: It sounds like this situation has never happened to you. Routed units behind enemy lines are effectively eliminated in reality but in the game, the AI usually moves them in covered terrain out of sight of your opponent so you must tell him where the unit is. Even to eliminate them would require a brigade or more and it would take more than one turn. These units are often many hexes away from their original position. As for enemy units behind lines, you are talking about cohesive units but a routed unit behind lines would be leaderless, without ammo and without organization- not a real threat to combat units.

MG Drex Ringbloom,
Cdr, 2nd Div "Corcoran's Legion", VIII Corps
Army of the Shenandoah
Image

Author:  Lars Magnus [ Tue Dec 22, 2009 7:35 pm ]
Post subject: 

One possible way could be, given a good programmer, is to make all routed units to become not under player command, in effect to become a third AI controlled part in the game. It would also mean that the original owner would have as much clue about where they fled as the enemy! (As he can only detect friendly units and units within LOS of an own unit)And the AI would move them towards the suggested "friendly mapedge" or general depot direction.

Another semi solution could be to have all regiments not within command of a commander of any level to either become disrupted or lose their ability to melee. How to program it is however beyond my capability..

Something for the HPS guys to come up with after Christmas as a new patch!!![:p]

LtCol Lars Magnus
SS Bn/ 1/ III/ AoG/ CSA
VMI Class of 2009

Author:  Drex [ Wed Dec 23, 2009 6:29 am ]
Post subject: 

Lars: You brought up another issue: The routed units wouldn't have communication with their forces, so actually the friendly side shouldn't even know where they are. Only the opposing side would be able to discover them. The routed units could become "fixed" where they are until discovered within 5 hexes.

MG Drex Ringbloom,
Cdr, 2nd Div "Corcoran's Legion", VIII Corps
Army of the Shenandoah
Image

Page 2 of 2 All times are UTC - 5 hours
Powered by phpBB® Forum Software © phpBB Group
https://www.phpbb.com/