Rufus T. Firefly
From: Chicago, IL
I think you guys are overestimating the sophistication needed by the AI to perform a reaction move.
I liken this to a cavalry reaction charge in a Napolenic wargame, a feature that has been available in some Napolenic games for approximately 300 years . OK so I exagerate slightly. Generally, in these games, a cavalry unit can be given orders to react and charge (sometimes called an opportunity charge or a counter charge) any enemy unit that moves inside its charge radius. If this occurs and the cavalry passes some reaction check, bang! all phasing movement stops and the cavalry executes a charge on the target. Players balance the risk of their cavalry being duped with the advantages of having mobile units ready to react.
If, say, the maximum reaction move was 2 hexes, players would place their reserves at least 3 hexes behihnd the MLR (so they wouldn't run out in front of the lines), and a simple AI rules that state (1) An enemy unit moves within 3 hexes of a reserve unit, (2)there are no friendly units on the direct path between the reacting unit and the enemy and (3) the reacting unit passes various checks, then the phasing movement is stopped and the reacting unit moves adjacent to it. I don't think we want the reacting unit to actually counter attack because, especially on turn one when this problem is its most egregious, you will likely get a result of sttacker slaughtered, phasing unit unphased. I think it's better to place the reacting unit in the way and force the phasing player to deal with it.
In this way rather than a standing opportunity charge order, you have a standing order to "intercept breakthroughs to your front." Duping the reserves then becomes part of the game as it should, but could be minimized by AI rules that would only allow a counter attack against say a mechanized unit of a certain minimum cv (if known) or by increasing the chances of a reaction with each check a unit makes.
With all due respect, although Timmytab's suggested approach is good, I don't think it's completely adequate. This approach is really a glorified ZOC movement penalty rule where you effectively suffer a random movement penalty (and maybe some casualties) if you move past a unit in reserve. In itself, not a bad idea and probably easy to implement, but it fails to address the big problem that occurs when leading units blast a 3 hex or more wide hole in the defense and then the exploiting units poor through without even having to worry about a ZOC penalty while your reserves stand there doing nothing.
< Message edited by Rufus T. Firefly -- 6/26/2012 1:38:12 AM >
Rufus T. Firefly: Do you realize our army is facing disastrous defeat? What do you intend to do about it?
Chicolini: I've done it already. I've changed to the other side.
Firefly: What are you doing over here?
Chicolini: Well, the food is better