Captain_Orso wrote:Read your thread on Military Control. Your answer is there.
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For everybody:
2. Any non-stealthy stack (I believe it has only to do with stealth, so cavalry, raiders, etc) entering a region, where it has <5% MC will automatically gain 5%MC and be changed to OP, unless already in OP
Captain_Orso wrote:Stacks in PP never start battles.
pgr wrote:Captain_Orso wrote:Stacks in PP never start battles.
I was going to disagree with this but then I decided to do an experiment before I put my foot in my mouth.
pgr wrote:I went with the Gettysburg battle. Indeed, passive stacks do not start battles, and I was able to get Ewell, passive, into Yankee occupied Carroll MD without provoking a fight. (If I kept him on passive, with the Union on passive, I could extract him without a fight as well.)
pgr wrote:The weird part, is that when I attacked with him....I got fight to the finish. He was wiped out. I'm attaching the battle log in an error report post, but the key part seems to be this : "Group 1001238 Stuart Div. will retreat in same region Carroll, MD." For all the rounds the CSA rolls retreat and then retreats in the same region. (Its also a bit weird that the battle happens at all, I was using hidden activation and Ewell was in reality inactive...so if you re run the turn half the time there is no battle, but if there is a battle, it is always to the death.)
Not quite sure what to make of it, but for whatever reason the retreat pathfinding couldn't see a way out (and there was a CSA 100%MC region right next door.)
Captain_Orso wrote:This test is too extreme. You will never find this in a real game. Ewell is leading a corps? I'm going to say the Union stack is Reynolds, just to put a name to it.
Captain_Orso wrote:You make it sound like it would have been preferable for Stuart's division to leave the region.
10:12:24 AM (Reporting) *** End of action ***
10:12:24 AM (Reporting) Round 0 ended
10:12:24 AM (Reporting) Battle in 218 Carroll, MD Day: 4 Round: 1
10:12:24 AM (Reporting) 1001069 2nd Corps new target is 1001598 6th Corps
10:12:24 AM (Reporting) Commit Chance 1001740 Artillery Reserve 30 %, Rolled: 36 Not commited
10:12:24 AM (Reporting) Commit Chance 1001238 Stuart Div. 65 %, Rolled: 79 Not commited
10:12:24 AM (Reporting) Commit Chance 1001356 1st Corps 70 %, Rolled: 32 Commited
10:12:24 AM (Reporting) GiveGroupsTargets 1001356 1st Corps supports 1001699 12th Corps against 1001238 Stuart Div.
10:12:24 AM (Reporting) 1001598 6th Corps new target is 1001069 2nd Corps
10:12:24 AM (Reporting) Commit Chance 1001758 Cavalry Corps 60 %, Rolled: 85 Not commited
10:12:24 AM (Reporting) Commit Chance 1001496 3rd Corps 65 %, Rolled: 93 Not commited
10:12:24 AM (Reporting) Commit Chance 1001317 Army of the Potomac 65 %, Rolled: 31 Commited
10:12:24 AM (Reporting) GiveGroupsTargets 1001317 Army of the Potomac supports 1001699 12th Corps against 1001069 2nd Corps
10:12:24 AM (Reporting) Checking combat stance for United States of America in region 218 Carroll, MD
10:12:24 AM (Reporting) Preliminary test: No need to retreat from this battle: OppPower: 1591 FacPower: 9638 .
10:12:24 AM (Reporting) Checking combat stance for Confederate States of America in region 218 Carroll, MD
10:12:24 AM (Reporting) Auto retreat triggered, TotalHits remaining: 721 Avg Cohesion%: 86 Base AutoRet%: 20 Hits taken: 515
10:12:24 AM (Reporting) Auto retreat: Hits received altered by the CiC's ROE
will 1001071 Richard S. Ewell 100
10:12:24 AM (Reporting) Stuart Div. There is no enemy on offensive, retreat is automatic.
10:12:24 AM (Reporting) Stuart Div. succeeded in retreating
10:12:24 AM (Reporting) Stuart Div. will take 11 hits while retreating (though no hits can be done on round 0)
10:12:24 AM (Reporting) Group 1001238 Stuart Div. will retreat in same region Carroll, MD
10:12:24 AM (Reporting) 2nd Corps There is no enemy on offensive, retreat is automatic.
10:12:24 AM (Reporting) 2nd Corps succeeded in retreating
10:12:24 AM (Reporting) 2nd Corps will take 29 hits while retreating (though no hits can be done on round 0)
10:12:24 AM (Reporting) Group 1001069 2nd Corps has called off offensive Carroll, MD
(PGR: At this point, you would think the battle would be over... successful retreat/no enemy in offensive)
10:12:24 AM (Reporting) Commit Chance 1001356 1st Corps 55 %, Rolled: 69 Not commited
10:12:24 AM (Reporting) Commit Chance 1001758 Cavalry Corps 55 %, Rolled: 20 Commited
10:12:24 AM (Reporting) GiveGroupsTargets 1001758 Cavalry Corps initiating fight against faction 1000002 engaging: 1001069 2nd Corps (PGR: I don't get this at all, The Cav Corps is defensive...why commit? This keeps the battle going)
10:12:24 AM (Reporting) Commit Chance 1001317 Army of the Potomac 65 %, Rolled: 96 Not commited
10:12:24 AM (Reporting) Commit Chance 1001238 Stuart Div. 65 %, Rolled: 76 Not commited
10:01:05 AM (Reporting) 1st Corps succeeded in retreating
10:01:05 AM (Reporting) 1st Corps will take 38 hits while retreating (though no hits can be done on round 0)
... (lots of lines as the engine evaluates retreat regions)
10:01:05 AM (Reporting) Region picked : 218 Carroll, MD
10:01:05 AM (Reporting) 1st Corps is retreating toward Carroll, MD
10:01:05 AM (Reporting) Group 1st Corps has retreated
10:01:05 AM (Reporting) Checking combat stance for Confederate States of America in region 200 Adams, PA
10:01:05 AM (Reporting) No need to retreat from this battle (enemy at 0 power).
10:01:05 AM (Reporting) Commit Chance 1001069 2nd Corps 80 %, Rolled: 74 Commited
10:01:05 AM (Reporting) Commit Chance 1000992 Army of Northern Virginia 0 %, Rolled: 82 Not commited
10:01:05 AM (Reporting) Commit Chance 1001238 Stuart Div. 95 %, Rolled: 99 Not commited
10:01:05 AM (Reporting) Commit Chance 1001156 3rd Corps 85 %, Rolled: 55 Commited
10:01:05 AM (Reporting) Commit Chance 1001004 1st Corps 95 %, Rolled: 27 Commited
Gray Fox wrote:This seems more like the old bugbear Zone of Control.
Gray Fox wrote:I checked some saved games. One stack of approximately 5k power had a Zone of Control of 102 and an evasion of 1. Entrenched stacks had a ZOC of over 1000. Either way, even the smaller 102 divided by 1 is 102, which is greater than the MC of 100. So if the rule still works, no retreat possible.
Captain_Orso wrote: At the end of the battle, CSA stacks retreat, and take a whole lot of Pursuit damage, because the only CS stack with cavalry is Stewart's corps stack
Is your issue only to where the CS stacks are retreating? or what is the issue here?
pgr wrote:Captain_Orso wrote: At the end of the battle, CSA stacks retreat, and take a whole lot of Pursuit damage, because the only CS stack with cavalry is Stewart's corps stack
Is your issue only to where the CS stacks are retreating? or what is the issue here?
My issue is that in the first exemple is that the CSA retreats but it does not end the battle. Round 0-5 all end the same way. So the cumulative effect of 6 rounds of combat and 5 rounds of retreat hits is a dead stack.
The second battle log exemple is a "normal" retreat. Union rolls retreat, picks a reagion to go to, and the system decides that that stack has retreated and it is gone and the battle end.
In the end, movement during the turn, and MTSG are not factors. It seems that somthing is bugging when retreating to the reagion that the stack is in preventing the battle from ending.
Long story short, retreating in reagion leads to a bad day. (It would be nice to know what makes a stack choose that option.)
Captain_Orso wrote:First off, pgr is using some terms incorrectly in describing the situation. A "Battle" is not all the combat taking place within one region during one turn, at least not in game terms.
A "Battle" is what occurs when in a region during turn execution:
• => 2 warring faction have => 1 stack each in that region
• => 1 of these stacks is in OP, and finds an enemy stack, and commits to attacking
• Battles are fought in rounds starting at the furthest range allowable, which depends on terrain and weather conditions
• After each round of battle, if all units of one sides have broken--are in retreat and/or were routed--the battle ends
• However, if both sides still have unretreated units, the range between the forces us reduced by 1 and the next round of battle is executed
• At range 0 only melee combat occurs and only two round of melee can occur per battle
• If the second melee round completes without one side having retreated, the winner of the battle is assessed on merits--I'm guessing best cohesion and power in some calculation unknown to me
This can happen several times within a region, but from my understanding, one stack can only commit against an enemy stack once per turn. So ]what cannot occur, per my understanding, is:
• US stack A and CS stack B are in a region, with stack A being in OP and stack B in PP
• Stack A commits to battle against stack B, and a battle if fought, at the end of which stack B retreats within the region
• The day* after the battle stack A finds stack B and commits--again--and a battle takes place--again--
* turns are resolved in 1 day steps
So what pgr is describing is confusing to me, because it goes against my understanding of the rules.
What patch level are you guys using?
Captain_Orso wrote:Are these examples all from the same turn execution?
Captain_Orso wrote:I cannot find my analysis of targeting stacks![]()
I did find one tidbit of information though, which is pretty important. When a stack is forced to retreat, if there are no enemy stacks in the region in OP, the retreating stack will do a "tactical retreat" to within the region.
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