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I know that the club does not allow a player to remove units from the map for the sole purpose of avoiding a loss in VPs.
The only legit reason, that I am aware of, is for players to remove units from a predesignated exit hex.
But what about this scenario?
Since any player can view the scenario ahead of playing it and can review the entry hexes and times, it is very possible for the other player to set up a trap. And that 5 hex buffer is insufficient to guard against this legal tactic.
What are your thoughts on the following, that in the event of a trap being laid for oncoming reinforcements, that that player be allowed to withdraw from the map without penalties?
Now I know that this too could be used in a gamey way. A player may see the trap, try to overcome it, then after that fails, exits the maps.
So, I would allow the oncoming player two turns to decide to stay or leave. The oncoming turn would not count. If they arrive on turn 30, they must leave by turn 32.
Just a thought to open a conversation.
_________________ Brigadier General Richard Walker II Corps, 4th Division, 6th Brigade Army of Tennessee (JTS/WDS Scenario Designer)
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