Bohémond wrote:As per Game Default Settings, Required MC is o for retreating ;
ctlAllowRetreat = 0 // Minimum control to have in a region to allow a retreat into it
Regards
Lares Privati wrote:Hi, I'd love to know how to annihilate an ennemy army so I don't have to pursue it for month. I was playing the Cesar/Pompée scenario (as Cesar's faction) and the AI has sent two armies to bypass the front and infiltrate behind my lines.
In one case I had to defeat successively the same army 3 or 4 times. In the last battle a legion commanded by Curio confronted an army of ... 4 guys !
What would make 4 guys, who just lost 3 battles successively stay with their general and revendicate the Tarrentum countryside when Curio and his legion are camping nearby ?
Love ? Sam Peckinpah ? Coca roots ? An ultimate secret weapon ? Camouflage ?
On the other front, Afrianus and his 5 legions were defeated in Lugdunum and succeeded to escape through the Pyrennees ! I lost a lot of time running after those guys.
hannibal_barca wrote:I think it may be a weakness of the Athena engine that it cannot simulate decisive battles.
Lares Privati wrote:But the 5% MC rule doesn't apply in AJE, does it ?
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TJD wrote:No, it doesn't, you're correct, but it was pointed out above that it is possible to change the game settings and put the rule back into effect. I have to agree with you overall that defeated armies do seem a bit too slippery and the retreat pathing can be very surprising indeed.
Lares Privati wrote:But the 5% MC rule doesn't apply in AJE, does it ?
Usually I find the engine quite realistic in its simulation and I certainly am new to the game too, so I can't judge it's a weakness of the engine. Maybe it's just normal that armies aren't easily destroyed. I don't remind that much historical exemples of a totally annihilated army after all.
But in my last game the AI relied on infiltration strategies and those small stacks were already difficult to catch so it was frustrating not to be able to quikly annihilate them.
Maybe I should use more cavalery as Vaalen suggests.
TJD wrote:In the meanwhile I'm thinking of switching the 5% MC rule on. Without it, the role of maneuver and the map itself seem to lose a lot of their meaning.
pantsukki wrote:The retreat pathing becomes extremely annoying when the beaten army returns to the province from which the attacker just came. Did they march through them?
Lares Privati wrote:but it looks like those tactics were very difficult to synchronise before the invention of radio-telecommunication !
pantsukki wrote:The retreat pathing becomes extremely annoying when the beaten army returns to the province from which the attacker just came. Did they march through them?
The retreat pathing becomes extremely annoying when the beaten army returns to the province from which the attacker just came. Did they march through them?
The game I was thinking of is Hannibal: Rome versus Carthage, a spectacular game in its own right. It has a point-to-point movement system that resembles the way we move in this game. All of the points in the game can contain a Political Control marker from either side. After a battle, the loser must retreat to a space that their side controls. Every space they travel through that isn’t friendly they lose a unit. If you have to go more than four spaces, the entire force is captured. Also, if the attacker loses he must first retreat to the space he came from, if the defender loses, they cannot retreat into the space the attacker came from. Those are four sentences that explain the retreat rules in that game. Why can’t we have a system that is as simple and works as well as this one?
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