So units seem to die after one turn of combat...

migkillertwo

Prince
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Mar 14, 2010
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In all of the game footage we've seen so far, all the units seem to die in just one turn of combat despite being at full strength at the beginning of the battle. I for one am very disappointed by this. Now lines will not be nearly as effective and manuevering will not be as important.
 
I don't think there is a retreat mechanic a la panzer general. But I do think that units generally won't die from a single attack of an equal strength unit at full health.

We had confirmation from one of the reviews that a unit defending took 3 attacks before dying.

And we should note that a cavalry unit killing a cannon (designed to be very vulnerable up close) is not the same as cavalry killing cavalry or infantry in a single fight.
 
its clearly doctored to seem cooler, the bbc video shows the same frigate fight as the other video, but it takes two battles not one, and then a frigate bombards a city at the end.
 
In all of the game footage we've seen so far, all the units seem to die in just one turn of combat despite being at full strength at the beginning of the battle. I for one am very disappointed by this. Now lines will not be nearly as effective and manuevering will not be as important.

Yep i was also disturbed to see that happening in the videos, but well just have to assume that things are not going to be like that when we actually get to play the game in fall.
 
I saw a demo at E3 and did see a unit surviving an attack.

Defending unit was a rifleman on a hill across a river. For illustration purposes, I'll give it 10 points as full health.

Attack 1: Cannons - Weak - 8/10 left
Attack 2: Rifleman - More effective - 3/10 left
Attack 3: Cavalry - Finished them off - 0/10 left
 
It is possible that there is an element of randomness involved. Perhaps a complete kill can happen first-round but doesn't always turn out like that? Maybe something like a buffed cavalry retreat for most or all units?
 
Or maybe just a "fast combat" setting in the options that shows the immediate result of the battle instead of doing back and forth bang-bang-mis-bang-bang.
 
I don't think there is a retreat mechanic a la panzer general. But I do think that units generally won't die from a single attack of an equal strength unit at full health.

We had confirmation from one of the reviews that a unit defending took 3 attacks before dying.

And we should note that a cavalry unit killing a cannon (designed to be very vulnerable up close) is not the same as cavalry killing cavalry or infantry in a single fight.
but we did see tanks killing other full strength tanks in one turn.

Well I'll be very disappointed if they dont put in some kind of PG retreat mechanic.
 
Well I'll be very disappointed if they dont put in some kind of PG retreat mechanic.
Why?

I don't see that its needed, and it would make getting complete kills much more difficult - and positioning less important. Positioning your units with support so they can't get dogpiled is what you should be trying to do to keep them alive, not counting on them getting away through a retreat mechanic.

In PG its not such a big deal, since it costs you to reinforce your units, so taking damage always hurts you even if you don't lose the entire unit. I don't think that will be the case in Civ5. You're not going to lose promotions from healing your unit.
 

Probably just dawning on people that the move to one-unit-per-tile isn't to make civ 5 entirely into a tactical wargame.
 
If you'll notice the units that do the killing have multiple icons under their name, these could indicate multiple promotions making these units much stronger than the unit that they are fighting against. The helicopter alone has 6 lightning bolt "promotions" under its name.
 
Obviously it would make sense for some units to not retreat. However we were informed that there would be far fewer units in the game. Given that, wouldn't it make much more sense for units to retreat if they can?
 
Given that, wouldn't it make much more sense for units to retreat if they can?
I don't understand the logical connection here.

Why do units need to or would be able to retreat to a separate tile?

The way I think about it is this; unit A attacks unit B, they meet near the border of the two tiles, unit A wins the battle (both sides take damage) and unit B retreats back to the middle of the tile, heavily damaged.

Why does a unit suddenly get an extra movement point (able to move to a new tile) just because it takes some damage?

Yes, unit preservation will in general be more important, but unit preservation will be easier from the simple mechanic that a single fight won't necessarily end in a dead unit.
It shouldn't be too easy for a player to preserve units, preserving units should be a challenge that requires good positioning.
 
Why does a unit suddenly get an extra movement point (able to move to a new tile) just because it takes some damage?

This is actually something applied by a lot of tactical warfare games, both on and off computers, and it can seem illogical.

One of my favourite <off computer> games involves not only a second move "retreat", but if the retreat is in the form of a "flee" then that flee alone has a longer distance than a single move.

The justification in these games comes down to ordered vs disordered moves. Running away blindly can be a lot faster when there is no thought put into the battle readiness of the unit.
 
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