09-17-2010, 03:22 AM,
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Kamerad
Recruit
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Posts: 1
Joined: May 2010
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Retreat in PzC Smolensk '41
Hello,
I'm currently playing a PzC campaign Smolensk '41 as soviet commander. I've noticed strange behaviour of my troops, when they are under attack and have to retreat. Very often they choose the worst hex to retreat:
Are there any rules of choosing the hex to retreat? Or is it pure random?
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09-17-2010, 09:45 PM,
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Gordons HQ
First Sergeant
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Posts: 241
Joined: Sep 2005
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RE: Retreat in PzC Smolensk '41
(09-17-2010, 03:22 AM)Kamerad Wrote: Hello,
I'm currently playing a PzC campaign Smolensk '41 as soviet commander. I've noticed strange behaviour of my troops, when they are under attack and have to retreat. Very often they choose the worst hex to retreat:
Are there any rules of choosing the hex to retreat? Or is it pure random?
Hello,
If you look in the Users Manual under Assaulting there is an explanation of where a unit can retreat and there are certain rules governing the retreat.
For instance a unit cannot retreat into an enemy ZOC or across a river.
The computer I believe picks the best retreat option if that is not available it picks the next one and so on until it finds somewhere the unit can retreat to.
If they cannot retreat then they suffer an additional penalty in losses.
I think that's about it and I hope that explains the retreats you are seeing in Smolensk 41
Cheers,
Gordon
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09-18-2010, 01:02 AM,
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RE: Retreat in PzC Smolensk '41
I haven't seen a pattern when there is more than one choice.
Sometimes you can leave a good retreat route open and sometimes you just accept that they are toast!
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09-18-2010, 07:59 AM,
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Volcano Man
Courage Conquers
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Posts: 1,748
Joined: Jan 2001
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RE: Retreat in PzC Smolensk '41
Ahh, the dreaded "forward retreat" result, my favorite! (sarcasm) :hissy:
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09-18-2010, 10:08 AM,
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Volcano Man
Courage Conquers
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Posts: 1,748
Joined: Jan 2001
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RE: Retreat in PzC Smolensk '41
Yes, and F14 Liege comes to mind. ;)
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09-20-2010, 04:41 PM,
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RE: Retreat in PzC Smolensk '41
Some PC operational war games do make a ZOC check for retreats. If there is a valid retreat hex (not over stacked or terrain the unit should not enter in normal movement), then the hex with the least amount of enemy ZOC is chosen.
The hex being assaulted is evaluated with a value assigned to each hex side. For example, five if the hex on the other side of the hex side is occupied by the enemy at the time of retreat, and only one for an enemy ZOC. The hex where the attack is coming from would be given a ten. Hex sides with friendly units in the adjacent hex would receive an negative three. The hex side with the lowest value would be selected for retreat.
In the image posted in this thread the hex would look like this.
The best retreat route would be to the hex South East of the assaulted hex with a rating of positive three.
This may have flaws as I am thinking off the top off my head here. There could be times when the ratings work out equal for two or more hexes including the "forward retreat" hex. In such a case a random number would be generated to determine the hex retreated into to choose between the tied hex ratings.
Dog Soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp
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