Taking Crete, losing control of the square back to the defender frustrated me last night. I would take the square, then a routing unit from battles with the reinforcing army elsewhere would show up and change the square back to defender control. Even blocking the roads did not work. One routing unit still had 2 guys survive passing through a phalanx to reset the square timer.
RTW has set the defender rally location to the town square. If the attacker controls the square, i.e. unrouted units there, the square should not switch back to the defender if a routed unit shows up (and dies). The defender should either move a formed unit to the square (still easy to do) or be forced to route all attacking units in the square to reclaim it.
I take heart enjoying the stupid AI sitting in the square and not responding to point blank missile fire. Balances out the timer and other factors.
I mentioned this before, I usually do not assault sieged towns that have half or more stack of units. I will wait them out and let them attack me (if the AI garrison sallies by itself, you do not get a deployment option). I have found the AI will bring up another stack and hit me with a relief force and garrison force. By maximizing casualties on the garrison force, the battle victory will also give me the city. You need to inflict 90-95% losses on the garrison and allow no unrouted unit to escape.
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