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PostPosted: Wed Mar 28, 2012 11:17 pm 
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Joined: Tue Nov 11, 2003 9:52 am
Posts: 1325
I never played that scenario, but I dislike exit victory hexes for a couple of reasons.

First, anyone who exits can't come back and help if the guys who haven't gotten off the board yet get in a bind.

Second, exit hexes are often reinforcement hexes, and if the defender keeps a reinforcement off the map until the enemy approaches, he can disrupt anybody near the exit hex.

I do believe geographic objectives are necessary, but don't believe in exit objectives.

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Forrest's Cavalry Corps
AoWest/CSA


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PostPosted: Thu Mar 29, 2012 8:21 am 
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Joined: Thu Sep 11, 2003 4:32 am
Posts: 1738
Location: USA
I haven't played that particular scenario but one with a similar situation. The Confederates are already on the map and only have to march to Westminister to put themselves in position to win. The Union comes in from Frederick area in dribbles so they aren't strong enough to break through and the road system pretty much prevents them from getting between the Rebs and their exit hexes which means a sure win for the Rebs.

These type scenarios are suppose to represent an army trying to manueuver around an opponent who is trying to bring on a fixed battle. The HPS system really doesn't simulate this well since there is no requirement to screen the enemy. If you added a twenty mile supply train on the back of the Rebel army that was worth VP then it would work.

Ken

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Chatham Grays
AoT II/1/3 (CSA)


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