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 Post subject: NIR
PostPosted: Mon Dec 14, 2015 11:07 pm 
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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.

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 Post subject: Re: NIR
PostPosted: Tue Dec 15, 2015 3:25 am 
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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.


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 Post subject: Re: NIR
PostPosted: Tue Jan 12, 2016 9:41 pm 
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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?

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 Post subject: Re: NIR
PostPosted: Wed Jan 13, 2016 3:05 am 
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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.


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 Post subject: Re: NIR
PostPosted: Wed Jan 13, 2016 7:32 am 
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Now that is an impressive use of tactics!!!!

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 Post subject: Re: NIR
PostPosted: Wed Feb 03, 2016 8:54 pm 
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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.

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 Post subject: Re: NIR
PostPosted: Thu Feb 04, 2016 3:01 am 
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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.


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 Post subject: Re: NIR
PostPosted: Sat Feb 06, 2016 1:24 pm 
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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.

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PostPosted: Sat Feb 06, 2016 10:58 pm 
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Some of the routing results are pretty odd.

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 Post subject: Re: NIR
PostPosted: Tue Feb 13, 2018 9:41 am 
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Routing results were changed during the middle period of the JTS games. I think it was around the time of either Jena or Waterloo.

Isolated routed unis surrender as long as the stack contains ONLY those type of units. They will surrender to the first unit that melees them. Its fun to use a skirmisher to melee a stack of formed units in that case.

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