overruning

Hi

According to your experience, what is the requested troops rate for an overrun ? 1:3, 1:4, 1:5 ? more ?

Do other parameters (commander level, moral, HCl vs MA) influence the result ?

Thank you.

6:1 seems to hold true for up to about 800-1000 troops. Once you get bigger than that there is not a lot of information as not many people have forces of 6000+ running around on open ground.

Regards Herman

I think that troop constitution has something to do with it as well. I used to use 10:1 as my guideline, but have seen smaller groups of HC survive where HI got overrun.

Ben Cook

You have to remember to overrun you must actually move over them during movement. If you both finish in the same hex, unless they try to stand or you both move the same direction the next turn you won’t overrun. Fortifications of non allied nations stop movement as well so small forces are safe there from being overrun.

Regards Herman

You can get overrun by an army moving into the same hex as you are in. It has happened to me. They do not need to exit the hex to overrrun you.

In times like these I wonder why I don’t keep more stats! Mind you, I haven’t played too many games but I’ve kept a good eye out and from what I remember 7-1 is generally a good rule of thumb. I do agree the constitution comes into play somehow, I’ve noticed this is in a game once like Ben, some annoying force I thought I could overrun, didn’t and later found out it was cav.

With moving, evasive movement through fortified pops will overrun enemy forces present, I’ve done this before by accident and you can keep on moving giddyup. With normal movement, it could be you get overrun when you enter the hex, not when you leave?

You can be overrun staying in hex if a big enough army enters the hex.

2 allied armies attack and defeated an enemy army. Both commanders refused so they were still in the hex. Another enemy army moved in. The smaller army was overrun where the one with 200 more troops was not. I do not know if the enemy army was stopping in the hex or was stopped by larger army.

You can also overrun an army on his own pop center with its own fortification there.

IMO if two enemy armies end up in the same hex with one of them moving in, an overrun MAY occur.

Wow ! That’s quite complicated.
Thank you for all the answers.

I understand from what has been said that the overrun check is done when an army enters a new hex and finds another army there, moving or not.

If a small army enters a hex containing a large one, not moving, could the small moving one be overrun ? I suppose not, but still not sure.

It has been explained to me that the over-run occurs when the army tries to move PAST your army. So, if you are in the hex east of me and I move east only…then you won’t be over-run. IF I had given movement orders of east-east or even east-west etc. then I would have a chance of over-running you. (Even if stopped by fortifications etc.)

So, if you want to over-run someone sitting on a city…add in the extra movement even though you know you will be stopped by the fortifications and the army. (this is probably what happened to the guy sitting on the city)

I’ve heard 8-1 as a rule of thumb but since there is a random component you can probably do it with less.

yeah I think you are spot on AD, nice explanation, I agree you do have to attempt to move past, even if you don’t have the movement left or you get stopped. I didn’t realise I actually had a turn where this happened recently.