<
             Napoleonic Wargame Club (NWC) Forums
*    NWC     NWC Staff     NWC Rules     NWC (DoR) Records    About Us     Send Email Inquiry to NWC
*   La Grande Armée Quartier Général        La Grande Armée Officer Records       Join La Grande Armée
*   Allied Coalition    Allied Officers     Join Coalition
*   Coalition Armies:   Austro-Prussian-Swedish Army    Anglo Allied Army (AAA)    Russian Corps
  
                 Military Books, Magazines, Games for sale (see other items)
Forums:    ACWGC    CCC     Home:    ACWGC    CCC
It is currently Thu Nov 23, 2017 9:09 pm

All times are UTC - 5 hours




Post new topic Reply to topic  [ 9 posts ] 
Author Message
 Post subject: NIR
PostPosted: Mon Dec 14, 2015 11:07 pm 
Offline

Joined: Sat Feb 09, 2013 10:12 am
Posts: 388
Location: Dallas Texas USA
Playing this game, a Borodino battle.

I attacked a stack of several units of skirmishers and won the fight. The routing enemy somehow ended up behind me. How does that happen? Who designs that into a game? And of course they rally later on and are behind me. Makes no sense to me.

_________________
Image
Image


Top
 Profile E-mail  
 
 Post subject: Re: NIR
PostPosted: Tue Dec 15, 2015 3:25 am 
Offline

Joined: Tue May 29, 2001 9:12 am
Posts: 1243
Location: United Kingdom
It's one of those very annoying engine things that can't be helped. It happens in Tiller/HPS as well. All I can suggest is you run them over with cavalry if you can, as they are skirmishers. Or trap and eliminate them in zoc/Isolation. At least in Tiller games a routed skirmisher is likely to remain that way if separated from it's parent unit.


Top
 Profile E-mail  
 
 Post subject: Re: NIR
PostPosted: Tue Jan 12, 2016 9:41 pm 
Offline

Joined: Sat Feb 09, 2013 10:12 am
Posts: 388
Location: Dallas Texas USA
Playing scen 4 of Prelude to Waterloo with fixed units, as the allies. What is up with fixed units staying fixed when being attacked by the enemy? Who designs that in a game?

_________________
Image
Image


Top
 Profile E-mail  
 
 Post subject: Re: NIR
PostPosted: Wed Jan 13, 2016 3:05 am 
Offline

Joined: Tue May 29, 2001 9:12 am
Posts: 1243
Location: United Kingdom
They unfix when shot or meleed. Assuming they avoid the zoc kill they may well rout off and get caught with Isolation Rule. Been there. The Fixed Borodino is possibly the worst, you end up having to fight over and defend fixed stacks.

Yes, been there. HPS/Tiller has corrected that one and units release when an enemy is within 10 visible hexes as I recall. Ah, says he reminiscing! I recall one game where my opponent carefully escorted one of my routed skirmishers along his whole corps, releasing the lot.


Top
 Profile E-mail  
 
 Post subject: Re: NIR
PostPosted: Wed Jan 13, 2016 7:32 am 
Offline

Joined: Sat Feb 09, 2013 10:12 am
Posts: 388
Location: Dallas Texas USA
Now that is an impressive use of tactics!!!!

_________________
Image
Image


Top
 Profile E-mail  
 
 Post subject: Re: NIR
PostPosted: Wed Feb 03, 2016 8:54 pm 
Offline

Joined: Sat Feb 09, 2013 10:12 am
Posts: 388
Location: Dallas Texas USA
Speaking of routed troops, they sure are resilient. I have a routed battalion and some skirmishers trapped against a river. Point blank Prussian artillery scores no hits. They are hemmed in by 3 Prussian skirmishers units who also score no kills. I should have such durable units.

_________________
Image
Image


Top
 Profile E-mail  
 
 Post subject: Re: NIR
PostPosted: Thu Feb 04, 2016 3:01 am 
Offline

Joined: Tue May 29, 2001 9:12 am
Posts: 1243
Location: United Kingdom
That's Battleground for you. Shooting at skirmishers is pretty pointless, even at point blank range. Artillery would hit at least a few men in HPS/Tiller. If the units are trapped against a river your opponent also needs to be on the other side if Isolation rule is to take effect. I'd blast the formed unit then melee the skirmishers. Pesky little things.


Top
 Profile E-mail  
 
 Post subject: Re: NIR
PostPosted: Sat Feb 06, 2016 1:24 pm 
Offline

Joined: Sat Feb 09, 2013 10:12 am
Posts: 388
Location: Dallas Texas USA
Another thought for all these games, from Naughty Neanderthals versus Cro-magnon Man to Invaders from Uranus, when units rout, they should not meet up together when there is an entire countryside to hide in. In Prelude to Waterloo just had cavalry run away only to have a routing square run around the other side of the hedge yet move into the horse square. Not the first time.

_________________
Image
Image


Top
 Profile E-mail  
 
 Post subject:
PostPosted: Sat Feb 06, 2016 10:58 pm 
Offline

Joined: Tue Oct 09, 2001 10:57 am
Posts: 2212
Location: Canada
Some of the routing results are pretty odd.

_________________
Image


Top
 Profile E-mail  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 9 posts ] 

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Localized by Maël Soucaze © 2010 phpBB.fr