mihalik wrote:
There is, and I think it was originally inspired by Talonsoft Shiloh, where the Rebs could wreak havoc on the first day and then retreat off the map before Buell's reinforcements could turn the tide.
5.1.4 Withdrawal of all (or a substantial portion of) forces from the battlefield, unless specified in the scenario as a victory condition, will cost the withdrawing player a 2-step reduction in the level of victory. Removal from the map of individual units, routed behind enemy lines by the game engine, is allowed. (This rule is waived in the case of campaign scenarios.)
OK, I agree with the premise, that if used for the sole purpose of winning. However, I would add that isolated units be allowed to withdraw, and or units trapped near the map edge by a far superior force. I added that last bit since I'm not 100% if a map edge contributes to the isolation rule.
And another solution could be that before the game begins, that an victory exit hex be installed. So that if a side were to gain a high level of victory, and withdrawal, the opposing side could follow off the map, and gain VPs. This would only be necessary in the rare instances where a scenario might be abused. But many would not give such a victory, regardless, as the opposing side could capture established objective hexes if no enemy units were defending.
Bottom line, that one exception is a bit restrictive.