Alfons de Palfons Wrote:I must add this type of crash did not happen in the Talonsoft version as far as I remember.
As far as the game mechanics are concerned; it is weird that an assault doesn't trigger op fire in any case.
It is certainly debateable whether an assault should draw op fire. Depends on your idea of the relative positioning of the two forces prior to hitting the assault button. Are they really close where opfire might hit friendlies as well as enemies, or is the attacker still moving through his current hex.
I suspect it also has to do with the mechanics of making the assault. For example, when you would apply the op fire?
- When the unit is assigned to the assault but hasn't moved yet? Maybe, but it could become another gamey way to draw op fire by continuously assigning a unit to an assault that is likely immune to return op fire and then canceling the assault. Rinse, repeat, and draw all available opfire with no expenditure of APs.
- During the assault resolution itself? Probably a little less open to drawing op fire gameyness, but it gets more complex to assign opfire. Since you could have 6 units assaulting, who takes what op fire? I suppose the computer would randomly decide. It would make assaulting a lot tougher, since you wouldn't be able to call the assault off if the opfire hit you hard.
Alfons de Palfons Wrote:Nobody is circumventing anything as the assault was already set up. That the hex is now empty should be no reason to automatically cancel the assault.
Like Ed said, if it was truly an accident, no problem, but it could just as easily become a tactic. Call for an assault; hit the defender to get a retreat (or wipe the unit out) and empty the hex; advance for free. Rinse, repeat. Or it becomes a recurring "accident" for taking town or forest hexes where the player knows there are more troops in the next row of hexes.
Just as well to not allow it and remove it as a temptation.