View Full Version : Tactics Promotion


sabo
May 09, 2008, 07:25 PM
I have a question, does this promotion work for units with only one movement point? Units with one movement point are listed as eligible, but don't you have to have one movement left when you attack to be able to withdraw?

Does it only work on defense with units with only one movement point? Otherwise I'd have to wait until I get morale to make this unit utilized the tactics promotion.
Does anyone know?

say1988
May 09, 2008, 09:47 PM
I am pretty sure that units with one movement point (or just one left, such as mounted units that move one square before attacking) can withdraw. So yes, all units can make use of it immediately.

sabo
May 09, 2008, 10:23 PM
I guess this problem would be a good candidate for WB to find out.

Polobo
May 10, 2008, 12:53 AM
A unit with a withdrawl chance will always perform a withdrawl "roll" while ATTACKING if it is going to lose the battle. If the roll succeeds then the unit will not take the last hit but will remain on its present tile with whatever amount of HP it had just prior to the killing/withdrawl hit. A defending unit cannot withdraw.

The wording in the tip leads one to believe that a unit requires an unused movement but in reality that is a guideline since the withdrawing unit will have very little HP and thus, without any other units on the same tile, is likely to die on the counter-attack. With 1 movement remaining the attacker could withdraw to a safer square and, if roads are not present, be able to avoid an immediate counter from a 1 movement unit.

sabo
May 10, 2008, 01:53 AM
That makes sense, so a unit with only one movement will basically stay on the same square if it 'withdraws' / loses the battle. I guess it would be smart then to attack from a stack of uninjured units.

Mik1984
May 10, 2008, 07:26 AM
Tactics is a good upgrade for units that can stack a decent withdrawal chance, so that you can give the unit leadership and go for riskier attacks than you would normally do. With some units you can create a "highlander" unit that has 100% or more withdrawal chance.

say1988
May 10, 2008, 08:48 AM
I believe that withdrawal chance is actually capped at 80% or something like that.
I don't really like Tactics, I would prefer something that would kill the enemy (same goes for flanking).
My GG units are either non-combat (medics) or a significant tech advantage (if I beeline tanks, and there is a really backwards opponent a GG barrage/cityraider/morale tank can cut through medieval units like a hot knife through butter with little support, so I can focus on stronger enemies).

Polobo
May 10, 2008, 01:35 PM
I like flanking but agree that tactics is marginal until you have really high XP (nice for CRIII+ units that you want assaulting but would like to have a chance if they are unlucky).

Normally the native withdrawl + flankingII is sufficient to accomplish softening up the defender with having a reasonable chance to live. That kind of role is not one I would generally assign to a General...

pxpdoo
May 10, 2008, 02:22 PM
I am pretty sure that units with one movement point (or just one left, such as mounted units that move one square before attacking) can withdraw. So yes, all units can make use of it immediately.

Correct. :p