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Unit Orders - 12/22/2019 2:02:07 PM   
Okayrun3254


Posts: 154
Joined: 8/28/2014
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In the planning phase, I set a stacks orders to "withdraw". This unit was attacked in the execution phase, and I noticed in the combat results popup box it showed the defending unit as having "Hold" orders. I am not sure what happened.

I did a test of the same battle twice, both times I gave "withdraw" orders to the defenders stack, and both times the result box showed the defender as "Hold" orders. One result indicated "defender withdraws to reduce casualties", and the second had a note "Defender forced to retreat 1 hex".

< Message edited by Okayrun3254 -- 12/22/2019 3:26:17 PM >
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RE: Unit Orders - 12/22/2019 3:54:14 PM   
bcgames


Posts: 2340
Joined: 6/2/2010
From: Bramble Rose Farm, KS
Status: offline
I'll take a look.

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(in reply to Okayrun3254)
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RE: Unit Orders - 12/26/2019 1:31:27 AM   
bcgames


Posts: 2340
Joined: 6/2/2010
From: Bramble Rose Farm, KS
Status: offline
Thanks for the report. I was able to replicate this text report several times. I don't think this is a bug per se. I think it has to do with this rule:

"DEFENSIVE ORDERS...Withdraw instead of taking casualties. Higher quality units and/or units with good readiness have a greater chance of withdrawing successfully." -- p.94

St Ruth will need to weigh-in on this but I think what happens is this: If your unit/stack is unable to execute the withdrawal order, it will defend using the default Hold order.

If this is the case, then we need to say so in the manual...along with the parameters involved in the software decision. In addition, the Battle Report should show the actual orders issued by The Player AND the orders actually executed. For example,

Order: Withdraw (Fail/Hold)

or

Order: Withdraw (Success/Withdraw)



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RE: Unit Orders - 1/8/2020 10:21:57 AM   
Saint Ruth


Posts: 807
Joined: 12/16/2009
Status: offline
Yep, that's a bug. However the bug is only in the text, so if you have withdraw orders, they will work, but the "Order" incorrectly shows "Hold".
Will fix.

(in reply to Okayrun3254)
Post #: 4
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