MishaTX
Posts: 79
Joined: 8/13/2015 Status: offline
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First, let me say that I like the idea behind the new rules for converting hexes overall. The old WitE rule where everything converted in your logistics phase if it was A) isolated and B) not occupied by or next to an enemy unit was, to put it mildly, a bit cheesy. For one thing, it made it devilishly easy to figure out if you'd cleared out an area. You just had to isolate it, then wait until the next turn and check which hexes hadn't converted and, hey presto, there are the units you missed! For another, and particularly now where moving through "friendly" hexes as opposed to enemy or freshly moved through hexes means so much more (and hooray for that! You don't move through unknown territory as quickly as you do through territory that has already been cleared, I love the new fatigue mechanics), I get why the old rule was removed entirely. My only goat with it is that it seems silly to me that you can have a hex 200 miles behind your front line that you passed 2 years ago and it's still shown as "enemy" unless you divert an entire unit to trawl through it with butterfly nets. Surely local patrols/humint/and so on would have let you know if an enemy infantry division was using it as a camping site during all of this time? Also, it bugs my OCD to have that one hex behind my lines in the wrong color for months unless I send an entire division through it to look under all of the bushes. So I was trying to think of a way that changed that while NOT bringing back the cheese from WitE and completely subverting the ideas behind the new design and I came up with this (possibly impossible since I can't code for toffee, but bear with me): How about using the old rule, but introducing a delay of say, who knows, three turns? Four? Ten? It doesn't matter. The idea is that after a while you surely know enough about your rear areas to say for sure whether a Guard Tank Army is hiding there without necessarily diverting an Army Corps to slog through it for weeks? And it doesn't interfere with the current mechanics where you have to "pave the way" for follow up units in order to keep their fatigue levels low because by the time the delay has passed, they'd have been through anyway. Just a thought.
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