Anti-strafing for Low Luck
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I thought I posted this yesterday, but I see no sign of it anywhere, so retyping it.
Some people dislike highly optimized strafing in low luck. The kind of strafing where you attack with enough units to leave just one defending survivor, so you can retreat and avoid a counterattack. eg you attack 4 inf with 3 inf + 5 armor, resulting in exactly 3 hits. This only works in low luck where you can be assured of such precise numbers of hits; in a dice game there'd always be a risk you get a lot of hits and end up winning the battle.
This is a mechanism which could address that:
Each round of combat, after all the fighting parts are done, but before the attacker choose whether to retreat, the defender can choose to concede. If the defender concedes, all remaining defender units die, and the attacker wins the battle and captures the territory.Personally I don't feel a great need for this; but some of the people who dislike such strafing might like it as an option.
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@zlefin yea i noticed it seemed like the stuff from yesterday was missing too. i tried getting on later and got a 503 Gateway error. That might've had something to do with it.
Actually, I think @Cernel replied to you and said some games you can use the AA Gun to acomplish that as you can't retreat from only AA guns. Something to that affect.
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@zlefin someone must have restored the forum def noticed UI changes as well.
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@ubernaut just saw this at gib. probably related
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@beelee dang!
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Strafing is part of the game, it's the reason to not put a medium sized stack next to a larger one. 2-round or even 3-round strafing attacks can occur and in LL those are typically not exact. Strafing happens in dice certainly as well.
IMO this exactness is both a benefit and detriment of LL. Sometimes LL is no-luck, sometimes it is dice.
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If the rules would make any sense, I actually believe you should be able to retreat also after you win.
Meaning I think it would be better if you can attack a zone, kill all defenders and then retreat.
Why the hell I lose the option to retreat just because I fought too well? It makes no sense. Fighting better should not make me unable to do something I would be able otherwise to do.
Of course, this would be a feature request for custom games only, though you could add it as an option to any game having more than one combat round.
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@cernel
Somehow related, idk:<property name="Retreating Units Remain In Place" value="false" editable="true">
Any map using this as true?
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@cernel
Another thing:
Is it true that the defender has only one option to retreat and that is by canEvade right? (land)In air battles, defender can possibly retreat too afaik if options and rules are set that way.
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@torpedoa As the turn player, by intended rules in most or all basic games, you can evade (submerge) every unit individually while also retreating together all units which have not evaded. So retreating and evading can be made both at the same time, and, if you make both at the same time, you retreat everything except every unit which has evaded (submerged).
@Panther might confirm what I'm saying.
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@cernel Just adding that submerging and retreating might happen at a different time during the conduct combat phase / battle sequence, depending on the underlying ruleset.