morganbj
Posts: 3634
Joined: 8/12/2007 From: Mosquito Bite, Texas Status: offline
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As I remember it, the rule emerged as a way to make the WTF concept viable. WTF was put in to stop endless battles. In the early days of testing, with the improvement to the AI (it is MUCH better than COG), battles would go on and on for six, eight, ten game days. It was awful. Boring and awful. Enter WTF. Ah, now it was better. Battles were not as long and the attacker had to get off the dime. No more shifting here and there. No more endless slugfests killing whole armies. But, with WTF going down each day for the "strategic attacker," i.e., the guy on enemy ground, it became virtually impossible for the attacker to win a battle unless the odds were strongly in his favor, especially if the enemy moves to a corner and "hides." It would sometimes take several days to find and fix the enemy before meaningful combat could take place, and by that time, WTF had fallen like a rock. Attacker = toast. The attacker simply routed off the field almost every time. By having victory hexes a side couldn't just go hide in a corner and wait for the attacker to rout off the field. (In testing, the AI was masterful at this.) By forcing the defender to "stay on the field," better battle results are obtained. This would also be true, perhaps more so, in a human-vs-human game. I agree that it's a little artificial, and maybe not terribly historical, but it does have a very good effect on the game. When you've played without it, you appreciate it's benefits.
< Message edited by bjmorgan -- 6/18/2009 3:04:19 PM >
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