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Some factions can eat/replenish specific or all enemies and go on killing, so that depends.
A few factions have downsides with killing them (Bretonnia & VCoast, if am not mistaken)...others do just fine with any option.
Whatever you prefer...
(release/ransom might have the downside of the enemies' army getting away - while killing it would destroy it, because of the few troops left alive - correct me if am wrong. But you'd get extra XP in destroying it again ^^)
Are we talking after battle actions or the new high elf Eltharion prison mechanic?
For a variety of reasons....
Some mission stuff is contingent on other options, unlocking Manfreds buddy requires 10 dominations of prisoners
If it was a close run battle, killing the prisoners probably destroys the enemy army, if your melee army just about beat a war machine / archer force, you might not want a second match
Skaven generally need food more than money, eat the hostages.
Dark Elves need slaves more than ransoms over the medium term.
There are diplomacy penalties for releasing prisoners.
You can wipe out an Orc Factions, and the Dwarfs will be furious you let prisoners go, even if you killed the faction.
Over all it depends on the situation.
Sometimes you rater want to get + hp, sometimes you need gold and then you maybe don't need either so you pick xp.
Some races have special cases lile vcoast and loyality.
yeah, it's most likely my imagination - without sarcasm!
Sometimes they run away, sometimes they don't....even if the kill-ratio is roughly the same.
And am not talking stances, like forced march or tunneling...
But I have usually agents nearby, that can do one or the other sneaky stuff, like blocking.
edit: but usually it's the kill option for me ^^
They aren't in march stance.
Their lord got killed (even in marching stance).
They can't if:
They are in marching or underway.
They are ambushed.
They are in a settlement (garnisoned).
Autoresolve.
Killed below 10% of each's units strenght (dead).
I likely missed some cases.
I often like, if they run away - gives me some precious extra XP; specially early on.
Blocking kills them usually always as well - their movement for running away has to be more than 50% of their inherent movement. That's why I got them running away with a fresh agent, but not with my sophisticated blocker....
Or their path is blocked otherwise...
again: agents, they do serve a purpose!
Their rest movement range can be 0 and they can retreat.
it is measured by their full movement they would have otherwise - it does not matter, what movement they would have otherwise, and that is usually zero!
I had several cases with that...and experimented a few times and that was just my own conclusion: if the movement, they would have usually is restricted to less of 50% their retreat is impossible!
I wonder, why a few armies could retreat, even if blocked otherwise - but that involved a fresh agent with no traits & skills in that particular example.
(it's a very rare case, though! I might give it another shot - but am pretty sure of it)