Aero8's page of honorable battle tactics note: these are my opinions, however, I have only had a couple players argue about my tactics |
1. Routed units |
First, what is a routed unit? A routed unit is any unit in a running formation, in other words, it isn't in the marching (traveling) or fighting (battle) formation. If a unit is able to change formation and dig in (depending on terrain), it is not routed. What does hitting a routed unit do? Hitting a routed unit does two things: First it boosts the attacking unit's (and side's) moral. Second it reduces the routed unit's moral even more and reduces the overall moral of the army. This is why hitting routed units is not a honorable way to battle (in general), you are not going to have an accurate moral or Victory Point total. It is also rumored that hitting routed units makes games more likely to crash due to ghost units. (I don't know about that, I don't hit routed units and a lot of the games I have played have crashed, for more info on ghosts, visit my exorcism page.) What are good reasons for hitting a routed unit? There are some good reasons for hitting a routed unit, they include, but are not limited to: To capture it. (but you need to be sure the unit can't escape, so make sure you have the unit 100% blocked) The unit is blocking a bridge, and you need to cross the bridge. The unit is sitting on a VP hex. (You may hit to move them away, but stop when they are off the hex) The unit is scouting your army. (You may hit them to keep your units numbers and types hidden, you may hit until your location is safe) The unit is blocking a road or path that you are moving artilery on. (Since artillery moves so slowly) The unit is with another unit (artillery and another unit. Depending on how you attack, you might be able to select which unit you hit, ie: sharpshooters and artillery ask which you want to attck) You should ALWAYS ask your opponent before hitting a routed unit. Most players that I have battled, as well as myself, almost always agree and do not argue with players asking to hit a unit. By asking, the other player is fully aware WHY you are hitting the unit. Just because you know, doesn't mean they know as well. I must admit one thing, I have hit routed units. But let me explain myself. It was a tourney match, which makes it even worse, but with the 5:00 time limit set, I was in a hurry, and did not notice that the unit had routed when I hit it the previous time, plus I thought I had it surrounded. As soon as I clicked to attack I noticed both mistakes and was unable to stop it. Fortunately my opponent belived me when I told him it was an accident, in fact he had already complained about the 5:00 time limit per turn. I'm just glad he didn't get very mad at my mistake made in the rush to finish in time. |
2. The Red Hex Cheat |
I hate this cheat. No ifs, ands, ors, or buts. There is no way to tell if your opponent is using it. The Red Hex Cheat is NOT clicking on units you can see to get stats on. The Red Hex Cheat is trying to FIND units you can't see. I have taken off the description of how this cheat works since it would be tempting for a new player to use. Hopefully this will clear up any misconceptions about the Red Hex Cheat. |
4. The Undo Button |
The use of the Undo button while moving units is commonly refered to as Passive Scouting. Since you can undo a movement as long as you don't spot any new enemy units, you can scout in all directions until you find a unit. I don't like this use of the Undo button. However there are a few uses I like: Accidentally changed formation simply undo and click the Rest & Relax button for a unit, or whatever you wanted to do with the unit. Trying to move a cannon to where it can be useful When an artillery unit is with any other unit, it won't display the Line of Fire unless it is unlimbered (ready to fire) These are the only two reasons I use the Undo button, there is always the reason of a mistake, but it is hard to distinguish between a mistake and Passive Scouting. When in doubt, ask your opponent if they mind you using the Undo. Some are strictly against it, others don't mind. |
5. What's allowed |
A. Surrounding and Annihilating a unit Surrounding a unit and forcing it to surrender is perfectly fine. You are not just boosting points, you are capturing men, wepons, supplies, and boosting moral. B. Hit and Run Use Calvalry or Sharpshooters to hit a unit and retreat to safety. C. Using Indirect fire from Artillery Just cause you aren't allowed to Red Hex your opponent, it doesn't mean you can't fire to where you think they are or might be. |
3. The Label Cheat |
This is another cheat, though not as bad as the Red Hex one. When battleing, turn off labels. When a unit crosses a label it makes the label go away for a moment. If your opponent has the labels displayed and is looking at that location while it is your turn, he (or she) can see that a unit has gone by there. Your opponent will not know any details about the unit unless they can actually see the unit, in which case the label cheat doesn't matter since they can see you. If you truely need the labels to know where on the map you are, turn them on and off at the beginning and end of your turn. However, the Label cheat doesn't do as much as the Red Hex, because all the Label does it let you know SOMEONE passed the hex going in an unknown direction. |
If everyone would follow these simple rules, everyone would enjoy playing Civil War Generals II on the World Opponent Network, or has Sierra got the servers back. Back to my Main CWG2 page |