squatter -> RE: Contested hex rule (2/14/2021 1:41:57 PM)
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ORIGINAL: MorningDew In most (not all) strategy level turn based game I have played, defenders move into the hex with with no movement points. I think it is good as it is. In reality, the battle occurred in the hex itself, and effectiveness lost represents the chaos. When you say defenders, I assume you mean attackers? And the point is that all the attacking side's units that move into a hex where a battle has taken place can do at 1MP, ignoring enemy ZOC, thus accelerating themselves through the breach. Hexes that experience huge, often prolonged battles are 3x quicker to move through than adjacent hexes where no battle has occurred (assuming defending units are nearby). Clearly on any level of reality this is absurd. So what is the game balance argument for this rule, because that can be the only justification?
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