I guess what I comment is not related to DL tournament, as the poster says the army is generated with bad luck.
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My guess is right. He confirms that it's not DL tournament.
I guess what I comment is not related to DL tournament, as the poster says the army is generated with bad luck.
all I can say is that I'm better at the game now than I was then lol.
This does actually exist in the tabletop version - non-light troops within a certain distance of any table edge automatically count threatened flank, and get the appropriate CT malus. (The logic being that for all they know there might be enemy off the map edge).Schweetness101 wrote: ↑Thu Oct 17, 2019 12:41 amOne solution could be a cohesion test malus on the edges of the map on your respective side.
Does that mean you are surrendering our current gamepaulmcneil wrote: ↑Thu Oct 17, 2019 11:12 am Thanks for the tip; I'll be using these tactics from now on, what's not to like?
Would that have been in Season 4, Late Antiquity Division A, Martin? (I do love an archive )Cunningcairn wrote: ↑Thu Oct 17, 2019 10:30 am I played a game a few seasons ago when my opponent had chosen one of the "cheesy" options, an Arab City State army while I was playing with Dacians. He took a defensive position between woods and I had no choice but to deploy my MF and loose formation warband in the open. To my surprise he did not advance on me and I managed to march my non HF all the way across the board to find some shelter in some terrain on the far right table edge. This took about 8 moves. Still he didn't move. I then commented that if he didn't move I was going to stay where I was. This caused a very emotional response and I was accused of corner sitting/turtling or whatever you want to call it., The player actually resigned the game which I will never understand and sent me an abusive PM. Like Mike I'm not into shaming so will not mention the players name but this behaviour is totally unacceptable and not sporting at all. So I suppose I have to agree with Mike.
No worries, I was mostly joking.Schweetness101 wrote: ↑Thu Oct 17, 2019 5:53 am all I can say is that I'm better at the game now than I was then lol.
From my standpoint, I'd say that the danger of putting your back to the map edge, or even close to it, is that you make it nearly impossible for your units to rally if broken. And your skirmish units, whether cavalry or infantry, can easily be neutralized by chasing them off the board, at which point they waste multiple turns coming back (if they do). Whatever advantage you gain by edge-camping, you run a serious risk of making it easy for your opponent to fully rout your units.rbodleyscott wrote: ↑Thu Oct 17, 2019 7:28 am This does actually exist in the tabletop version - non-light troops within a certain distance of any table edge automatically count threatened flank, and get the appropriate CT malus. (The logic being that for all they know there might be enemy off the map edge).
We very nearly put it in the computer version, but in the end decided the restrictive deployment areas mostly avoid people securing their flanks on the side table edge. However, they don't do anything to discourage using the rear table edge for this purpose.
You're offering a restart?Cunningcairn wrote: ↑Thu Oct 17, 2019 11:40 amDoes that mean you are surrendering our current gamepaulmcneil wrote: ↑Thu Oct 17, 2019 11:12 am Thanks for the tip; I'll be using these tactics from now on, what's not to like?
The edge campers are probably not that great players in the first place and being in a perceived defensive position with little room to maneuver easily makes them extremely passive, effectively ceding the initiative to the other player as happened in your example. Still it wouldn't hurt to have some deterrents for edge camping as it makes the battles unenjoyable for the other player.Geffalrus wrote: ↑Thu Oct 17, 2019 1:12 pm From my standpoint, I'd say that the danger of putting your back to the map edge, or even close to it, is that you make it nearly impossible for your units to rally if broken. And your skirmish units, whether cavalry or infantry, can easily be neutralized by chasing them off the board, at which point they waste multiple turns coming back (if they do). Whatever advantage you gain by edge-camping, you run a serious risk of making it easy for your opponent to fully rout your units.
I don't think it is true. From the experience of my current ongoing Slitherine tournament, my light horse was chased off the map, my opponent instantly got 2% in his score counter.
+1. So sometimes I am quite happy to see my opponent deployed along the edge of the map, so long as I think I have a plan.
Depends on how the unit routed. If they got autodropped, failed a fallback cohesion test, etc etc......they could have routed without taking many casualties, in which case, throw a general on them, rally them back to full and they can be plenty useful. Just ask Dzonvejn about our match last season where 3 elephants, 4 massed archers, and a fricking partridge in a pear tree all rallied from routing and then chased my pursuers back the way they came.MVP7 wrote: ↑Fri Oct 18, 2019 1:48 am In my experience, the odds of an unit rallying, regrouping and still having the numbers to do anything is very low and hardly offsets the concrete benefit one could gain by anchoring their army to the map corner.
Getting chased of the map edge isn't that bad either. The units return most of the time, and even if they don't, they don't count for loss percentage. Considering it takes couple turns to turn the unit around and move it back, it hardly costs any time either. It also effectively hides the unit in safe place and forces the opponent to consider the possibility that it will return and move their units accordingly or risk getting flanked. Personally I think that units literally chased off the field should not return and they should directly count towards the loss percentage.
Pretty sure they count for half of their total score or something. Its pretty rare though. The only units that do this are skirmishers and cavalry if they are likely to lose. The timing is also kind of random on if and when they ever come back.MVP7 wrote: ↑Fri Oct 18, 2019 3:12 am Hadn't realized that chased-off non-routed units can be counted for the percentage. Units that pursue their way off the map aren't I'm pretty sure. How does it work for the chased-off units exactly, do they counts towards the percentage until they return or do they only count if they are not returning?
In either case, I think it's an odd rule that units that are chased off get away from the pursuer for free and have a high chance of returning. In my opinion chased-off units should almost never return. Getting chased off is how cavalry forces were often defeated, not by decisively defeating them in shooting or melee but by denying them chance for easy win and driving them away.
Not very logical however. Obviously the enemy board edge would be even more likely to "conceal" hidden enemy troops than the other edges.
They do.MikeC_81 wrote: ↑Fri Oct 18, 2019 3:33 amPretty sure they count for half of their total score or something.MVP7 wrote: ↑Fri Oct 18, 2019 3:12 am Hadn't realized that chased-off non-routed units can be counted for the percentage. Units that pursue their way off the map aren't I'm pretty sure. How does it work for the chased-off units exactly, do they counts towards the percentage until they return or do they only count if they are not returning?
In either case, I think it's an odd rule that units that are chased off get away from the pursuer for free and have a high chance of returning. In my opinion chased-off units should almost never return. Getting chased off is how cavalry forces were often defeated, not by decisively defeating them in shooting or melee but by denying them chance for easy win and driving them away.
Completely random.The timing is also kind of random on if and when they ever come back.