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Edward Wehrenberg
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Hannibal: Rome vs. Carthage » Forums » Rules
Withdrawing - why?
Okay, I was thinking, Hey, since I've lost every battle I've been in soundly, maybe I should have withdrawn instead?

Having looked at the Withdraw rules, though, now I'm thinking, Why? (I've posted the rules below). In order to withdraw, you have to be the Attacker, and even IF you succesffuly withdraw (which takes two lucky rolls), the opponent can just step up one space and attack you on the next Strategy Card played.

Or am I missing something?



16. WITHDRAWALS
16.1 In General
Withdrawals are a way for the current attacker (not necessarily
the original attacker) to break off from a battle. To withdraw,
the attacker must forfeit his chance to play a BC and roll less
than or equal to his commanding general's Battle Rating. The
defender can cancel the withdrawal by rolling less than or equal
to his commanding general's Battle Rating (the defender is not
required to roll). If the attacker's withdraw die roll was not
successful, or if the defender canceled the withdrawal, the
defender MAY immediately take the initiative and become the
attacker. There is no limit to the number of times you may
attempt to withdraw in a single battle.
16.2 A Successful Withdrawal
A successful withdrawal ends the battle and forces the
withdrawing player to move his army to an adjacent space
(exception: units that sallied forth from a besieged walled city
may withdraw back into it). Battle casualties are resolved
normally, but the Retreat Table is not used.
16.3 Restrictions on Withdrawals
• A withdrawing army may not split up.
• An army may not withdraw across a mountain pass (either
type), strait or by sea.
• You may not withdraw into a space containing an enemy
PC marker or enemy CU.
• You may not withdraw into the space from which the
enemy army entered the battle space. If the original attacker
withdrawals, then he must withdraw to the space from
which he advanced.
• You may not withdraw into a space containing a nonfriendly
tribe. (2-29-00)
Eric Brosius
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First of all, you shorten the battle by withdrawing, cutting the potential impact of the Attrition Table.

Second, the opponent may not have the Strategy Card to spare (or you may lure him into using it unwisely to attack you rather than for a different purpose which is more dangerous to you.)
just
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08
Third, you may have a crap hand (of Battle Cards). Even if you are the one pressing the attack, you may want to try again.
Justin L
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Dave wrote:
Third, you may have a crap hand (of Battle Cards). Even if you are the one pressing the attack, you may want to try again.


This is a powerful tactic for Hannibal as he can't afford to suffer major defeats in Italy. If you don't like your hand you've got a good shot of being able to back up and try again.
Scott Russell
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You also start one space away, so if your opponent attacked, it will be your turn and you can move four spaces to be out of range if you choose.
Edward Wehrenberg
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Thank you guys!

PS - I hope my negative tone doesn't make you guys think I don't like this game. I love it. I think it's awesome and I just want to get better. Great game though.
Roberto Ullfig
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HRC is best game I've ever seen where tactical decisions take into account the strategic situation.
Jeff Thompson
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robo wrote:
HRC is best game I've ever seen where tactical decisions take into account the strategic situation.


Well, except maybe Go.

Edward,

I applaud your attitude and attitude about this game. I'd guess you have a similar attitude about other games too, that is you don't judge it after a single play.

There's a lot to HRC and the more you play the more you'll enjoy it.

Good luck and keep letting us know how you are doing.

Warren Davis
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My kudos and admiration for continuing to try. thumbsupthumbsupthumbsupthumbsupthumbsup

Just learn the battle cards, know your generals' special abilities, know the other generals' special abilities, and just keep playing. Things will turn around for you.

:D
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