With the recent discussion of choosing which defender to use first, given the inevitability of losing units when facing overwhelming odds, I got to thinking about giving the defending units the option of following the advice "He who fights and runs away, lives to fight another day."
The idea: When a tile comes under attack, the defending units have 3 options. "Sire, we are under attack! What shall we do?"
1. "Run away!" - Defenders attempt to retreat to the tile opposite from the attacker. (randomly chosen if simultaneous attacks from multiple directions are allowed) The attacker then has 2 options. "Glorious Leader, the stinking cowards flee at the sight of our mighty armies! What are your wishes?"
a. "Let the yellow-bellies go!" - Defenders retreat without damage. Attackers advance using movement points, but not their attack. Increases tension between civs, but is NOT an act of war. (This will allow you to force trespassers out of your territory without gong to war, like fighter planes "escorting" unwanted visitors away from carrier task forces.)
b. "Harass the cowards!" - Attackers take potshots at retreating units. One round of battle takes place with defenders getting only their base defense value. If the defenders lose, they suffer 1 HP damage, but if the attackers lose, they suffer no damage. Counts as an attack. Is an act of war.
2. "Retreat, but harass the invaders!" - Defenders retreat but take potshots as they leave. Two rounds of battle takes place with defenders getting only their base defense value. In the first round, the loser suffers 1 HP damage. In the second round, if the defenders lose, they suffer 1 HP damage, but if the attackers lose, they suffer no damage. Counts as an attack. Is an act of war.
3. "Hold firm!" - Normal battle ensues.
An undetected "stealthy" defender may choose to retreat in any direction (including simply swapping tiles with the "attacker") without the possiblility of harassment.
The idea: When a tile comes under attack, the defending units have 3 options. "Sire, we are under attack! What shall we do?"
1. "Run away!" - Defenders attempt to retreat to the tile opposite from the attacker. (randomly chosen if simultaneous attacks from multiple directions are allowed) The attacker then has 2 options. "Glorious Leader, the stinking cowards flee at the sight of our mighty armies! What are your wishes?"
a. "Let the yellow-bellies go!" - Defenders retreat without damage. Attackers advance using movement points, but not their attack. Increases tension between civs, but is NOT an act of war. (This will allow you to force trespassers out of your territory without gong to war, like fighter planes "escorting" unwanted visitors away from carrier task forces.)
b. "Harass the cowards!" - Attackers take potshots at retreating units. One round of battle takes place with defenders getting only their base defense value. If the defenders lose, they suffer 1 HP damage, but if the attackers lose, they suffer no damage. Counts as an attack. Is an act of war.
2. "Retreat, but harass the invaders!" - Defenders retreat but take potshots as they leave. Two rounds of battle takes place with defenders getting only their base defense value. In the first round, the loser suffers 1 HP damage. In the second round, if the defenders lose, they suffer 1 HP damage, but if the attackers lose, they suffer no damage. Counts as an attack. Is an act of war.
3. "Hold firm!" - Normal battle ensues.
An undetected "stealthy" defender may choose to retreat in any direction (including simply swapping tiles with the "attacker") without the possiblility of harassment.
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