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Full Version: Poll: Stacking exit hexes - good tactics, or cheesy and unsportsmanlike?
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Hey everyone, I mentioned in a recent thread that I use a house rule in which the stacking of exit hexes was not allowed, so that the exit hex terrain would not be blocked by wrecks, along with other reasons. Some may disagree, and that's perfectly ok. So without further ado; show the club what you think!
Hello John,

I added a poll for you.

Let me know if other options are needed.

Thanx!
Thanks Erik - I was fiddling with the options but you beat me to the punch!

Big Grin
John Given Wrote:Thanks Erik - I was fiddling with the options but you beat me to the punch!

Big Grin

Yes, I saw that after I added the poll. I thought you might have forgotten. Sorry if I stepped on your toes there.

You good with the options?

Thanx!
Defend exit hexs or not at your peril :-)
Moved poll up into important threads.

Thanx!
I believe it is more than fair to use as many combat units as you wish to defend exit hexes.
I didn't vote.

A good scenario design would give the army headed to the exits enough arty to deal with a hex piled with fodder.
junk2drive Wrote:A good scenario design would give the army headed to the exits enough arty to deal with a hex piled with fodder.

Did you miss the original point John was making?

John wrote: "I use a house rule in which the stacking of exit hexes was not allowed, so that the exit hex terrain would not be blocked by wrecks, along with other reasons."

He was referring to the cheesy tactic where a player would load up the hex to block it and prevent his opponent from exiting and gaining points toward victory in the process.
If it depends on the scenario designer and not the players, I must be missing something that John is trying to say?

I don't mind a player defending an exit hex. Blocking it, with wrecks, is just something completely different?
Thanks for the replies so far guys.

Yes Silkster, I feel that blocking the exit by piling it with units/wrecks is wrong. If the exit hex is in terrain not passable to some units, then 12 or more wrecks effectively makes the exit hex only usable to infantry-type units. Just because it's possible to do something does not make it ok. Also, unarmed (truck, etc) units would have no chance of entering an exit hex that contains even a mere halftrack enemy unit, though I have a (slightly) less of a problem with that. Also, I fully believe that the area NEAR the exit hex could be defended vigorously (with covering arcs of fire and lots of units ready to op-fire).

The origin of this rule is actually from an article I read in an old issue of "The General" where players were pulling this, and since it had also happened to me in panzerblitz and panzerleader, we (my friends and I) implemented a rule against this tactic, which I in turn carried over to this game, between myself and my opponents only.

Some may feel that "alls fair in love and war," but I feel that it is not fair, and not realistic either (there's that word again!), as in real life, the enemy would simply drive around the hex. Anyway, I (originally) was explaining that this "tactic" was the opposite of "camping" reinforcement of entry hexes, and a discussion ensued. Y'know, the ol' "shouldn't halftracks be able to such-and-such" kind of topic. Big Grin

I'm mainly just trying to get an idea of how people on the boards think. As far as how I handle this topic? I simply cover it like I do any other - I check with my opponent before starting the game. I doubt anyone I game with would try this on me though, so it's kind of a moot point in a way, but still fun to talk about.

cheers
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