Excellent Michael, thank you! It reinforced a lot of things for me, but I also discovered stuff that I hadn't realised. Really looking forward to watching the next part.
Some really good points here, I didn't know for instance that a charge on a unit that has already evaded is always a flank charge (25:21), thanks for doing this, it is sorely needed
Its not, that's a mistake from manual it says following: *"If a unit that successfully evaded is then charged by another unit, it cannot evade again. However, this second charge does not automatically qualify as a flank/rear charge - the normal rules for positioning apply, relative to the target unit’s post-evade facing."*
There is one small error. A unit that has already evaded will only automatically drop cohesion when attacked from the flank/rear. If you hit them from the front, they won't evade, but there's no additional cohesion test or loss.
Is this video grainy and illegible to anyone else? It won't go above 360p for me and I'm not sure if it's a glitch or that's the resolution at which it was uploaded. Thanks!
21:40 so if you have a possibility to attack your enemy in current turn like shown on your video, it's better to just move and wait to attack in next turn to get flanked bonus? Kinda strange.
Yes, you are correct. This is a concession of using a turn-based system. The defending player needs to be given the chance to refuse their flank or a chance for help to be sent and have the flank protected. Even if pinned by an attack to the front beforehand on the same turn, it would be too punishing to allow an auto cohesion drop to occur the same turn
Yeah that for sure makes sense, guess i need to get used to it more. I have one more question if you don't mind explaining. I notice people always make all their attacks in melee even if they have super low % and lose. Isn't it better to just wait and skip your attacks? That way enemy will attack you only once next turn instead you would attack and lose now, and lose again next turn. I find it better to not attack if you're fighting weaker vs stronger that way you can hold more turns. Does it make any sense?
@@RevarBB You cannot avoid combat. If two units are in melee and you don't resolve the combat during the turn, on the following player's turn (or AI) before any actions are taken, it will resolve ALL unresolved combats. Then resolve beginning of turn compulsory actions (fleeing, rallying etc). Not resolving on your turn is bad you do not gain information on the outcome of such a combat and thus lose the ability to perhaps take action (say move in reserves to a unit that is breaking) on your turn before flipping it back.
Wow i don't know how i could miss that. Gonna play again after you said that and pay more attention. Thanks a lot for helping also your guide videos are super useful!
This depends on the situation. Yes, it's better to wait until the next turn so you can do a flank charge but not if (a) the enemy can move a unit so as to stop you from doing that or (b) the enemy has another of your units in combat and is likely to win the combat this turn. By putting a second unit into combat, you relieve the pressure on your unit that is losing.
Thanks for all the meaningful info you wrapped into this series - really helps a lot, very well done.
Excellent Michael, thank you! It reinforced a lot of things for me, but I also discovered stuff that I hadn't realised. Really looking forward to watching the next part.
Thanks a lot for your series. This helps so much after the first few tutorial plays.
I've been playing FOG2 without looking under the hood for years, your video is a great find!
Thank you for your video series! Love this game.
Many thanks for this guide, really helpful!
Some really good points here, I didn't know for instance that a charge on a unit that has already evaded is always a flank charge (25:21), thanks for doing this, it is sorely needed
Its not, that's a mistake from manual it says following:
*"If a unit that successfully evaded is then charged by another unit, it cannot evade again. However, this second charge does not automatically qualify as a flank/rear charge - the normal rules for positioning apply, relative to the target unit’s post-evade facing."*
Really enjoying the explanation of mechanics!
Thank you Michael!
Thanks. Great video.
Thanks - very good tutorial
Thanks for this!
Amazing informations! I really learned a lot with that first video. My only complaint is about the volume. Your voice sounds somewhat low.
There is one small error. A unit that has already evaded will only automatically drop cohesion when attacked from the flank/rear. If you hit them from the front, they won't evade, but there's no additional cohesion test or loss.
Thank you very much !!
Is this video grainy and illegible to anyone else? It won't go above 360p for me and I'm not sure if it's a glitch or that's the resolution at which it was uploaded. Thanks!
Part 2 works fine for me for some reason! Will check again some other time.
@@Nikolus Seems ok to me, just loaded it in 1080p. UA-cam is wierd sometimes.
@@michaelchung1526 I also had trouble with 720p on my phone and desktop. both 360 and 1080 work for some reason.
21:40 so if you have a possibility to attack your enemy in current turn like shown on your video, it's better to just move and wait to attack in next turn to get flanked bonus? Kinda strange.
Yes, you are correct. This is a concession of using a turn-based system. The defending player needs to be given the chance to refuse their flank or a chance for help to be sent and have the flank protected. Even if pinned by an attack to the front beforehand on the same turn, it would be too punishing to allow an auto cohesion drop to occur the same turn
Yeah that for sure makes sense, guess i need to get used to it more. I have one more question if you don't mind explaining.
I notice people always make all their attacks in melee even if they have super low % and lose. Isn't it better to just wait and skip your attacks? That way enemy will attack you only once next turn instead you would attack and lose now, and lose again next turn. I find it better to not attack if you're fighting weaker vs stronger that way you can hold more turns. Does it make any sense?
@@RevarBB You cannot avoid combat. If two units are in melee and you don't resolve the combat during the turn, on the following player's turn (or AI) before any actions are taken, it will resolve ALL unresolved combats. Then resolve beginning of turn compulsory actions (fleeing, rallying etc).
Not resolving on your turn is bad you do not gain information on the outcome of such a combat and thus lose the ability to perhaps take action (say move in reserves to a unit that is breaking) on your turn before flipping it back.
Wow i don't know how i could miss that. Gonna play again after you said that and pay more attention. Thanks a lot for helping also your guide videos are super useful!
This depends on the situation. Yes, it's better to wait until the next turn so you can do a flank charge but not if (a) the enemy can move a unit so as to stop you from doing that or (b) the enemy has another of your units in combat and is likely to win the combat this turn. By putting a second unit into combat, you relieve the pressure on your unit that is losing.
Beginner's Guide?
so much rambling on
This is useless. What to assume that you have played a game against the computer DOES NOT HELP A PLAYER WHO HS NOT PLAYED AT ALL.