@ Foz - Try guard mode, it seems to stop that chasing of routers. It's worked so far for me in v1.02 when I remembered to use it.

Quote Originally Posted by Fußball
I like routing the way it is now. Think of it this way: You have a unit that was just maimed down to half size and decides, they cannot win this fight so they run. Said routing unit is simply routing to get out of harms way, not wanting to die and all, finally get to a position where they are not being chased. They stop, tired but still shaken, slowly reform what is left of the unit. They are ready to fight again. I believe that is a bit more realistic than a unit of 30 or so still routing without a unit chasing them. Which happened more pre v1.2.

I do enjoy the fighting to the death that units do. What I do not enjoy is they do not fight hard enough. Fighting to the death ( I shall call it FttD for now ) units are usually surrounded when it triggers, meaning they cannot go anywhere and that it is the men's last resort. I think that the unit should gain a slight attack bonus and begin to fight more until one of three things happen. The enemy units move, are routed or are destroyed. The FttD unit is destroyed. Or if somehow the FttD unit is no longer surrounded, route may trigger.
I think this kind of sums up a few points of discussion nicely. Personally, I'd like to see:

1. units route much less sooner than they do right now,
2. something like a "three strikes and you're out" penalty, aka there's no more rallying after a certain number of routes,
3. routing tied much more closely to fatigue. I've seen too many exhausted units rally, and this doesn't seem right,
4. lower grades units much less likely to rally, higher more possible, and all things in between as relative,
5. rallying tied more closely to proximity to the general, if he's dead then rallying all around much less likely.