07-28-2012, 04:43 AM,
(This post was last modified: 07-28-2012, 04:44 AM by vince hughes.)
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vince hughes
Second Lieutenant
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Posts: 1,310
Threads: 61
Joined: May 2012
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RE: Hex Control (once again)
I think this whole discussion is making a very simple rule difficult, and worse still is encouraging rules for situations that are made up on the fly.
Most people that come to these forums and talk about their joy with PG wax lyrical about the mere 16 page rule booklet as opposed to some other tomes. The reason it is 16 pages is that practically all rules pertain to the game system throughout and all one has to do is make sure that they can remember what they read for example on page 11 and page 4 so as to combine rules where necessary. Unlike ASL. the PG rules booklet has little references to previous or other rules scattered about the book and how they blend in with those other rules. This sometimes makes it difficult to 'see' a rule when its answers are hidden in the book. I've certainly experienced this myself with entrenchments a couple of years ago.
I personally feel that all these type of threads merely muddy the waters of the system and these so called 'new decisions or ideas' that are made simply mean people in different places will be playing a different game. If people stick with the rules, then we are all singing from the same page (prefarably the one with definitions it seems :-) )
First thing you guys need to do is make your minds up once and for all whether DEM units control a hex or not ? Here's why:
In a previous thread people (some of whom have written here) wanted VP hexes not to count as controlled or contested by units that were DEM. I can even state that some of the scribers here have won a scenario or two by claiming victory points for such hexes !
By stating that in the example Alan gave that the DEM unit somehow now takes away control from the previous owned hex, whether in the same turn or not (but different activation), you are committing a volte face from a previous stance.
So here is the rub and I'm gonna keep it simple (before going onto activations)
Decide NOW whether you want DEM units to control or not.
As far as the RAW is concered (yes, in the definition) they DO control as they are not mentioned as an exception.
If you decide DEM units DO control, then in the example Alan gave. The hex is contested.
If you decide they DON'T, then the hex is not contested and the unit which remained in good order previously has gained control of that hex for the side he was representing.
Its that bleedin' simple folks ! Lets not start adding ridiculous situation specific rules that are generally made up over a few sips of a beverage and are just waiting to be countered with the very next ad-hoc game situation.
Stick with the rules guys. In fact, this thread has even got me thinking that hidden AT guns should be chucked too just so that everybody is playing the same game.
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07-28-2012, 04:53 AM,
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vince hughes
Second Lieutenant
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Posts: 1,310
Threads: 61
Joined: May 2012
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RE: Hex Control (once again)
ACTIVATIONS Folks !
Upon first reading of the rules, I was immediately struck by the fact that the rules make it plainly clear that the order of activations is an important part of a game that uses an inter-active AS system.
In other words, choose the order of your activations carefully and once chosen, be deliberate on how you choose to carry them out (Moved / Fired choices for example and what order).
The very same discussion on this occurred with the EMPTY HEX ASSAULT discussion where there was so much blather about when a hex is emptied or not (start of AS ? end of AS ? etc etc)
The answe is SIMPLE again.
Activations occur in the ORDER they are played. Somebody show me somewhere where the rules ask players to 'drag play back'... Quite simply, they do not. If a good order unit claims a hex in activation 3 of a turn, and is then bombarded to DEM in activation 18 of the same turn, then that unit has already controlled that hex. Tough ?
Keep the game simple, play it as instructed and these kind of "Lets change a rule' discussions will not occur. Well they will, but they can be ignored.
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07-28-2012, 08:33 AM,
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campsawyer
First Lieutenant
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Posts: 1,023
Threads: 34
Joined: May 2012
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RE: Hex Control (once again)
Despite Vince's rant's, there is nothing in the rule as to when control of a hex begins and ends, hence the discussion. Even more to the point, there was the discussion about fleeing units not controlling units, which I though set the precedent for demoralized units not controlling hexes. So therefore if both units are demoralized in the hex, there would be no control. My only caveat is the timing, when does control occur at the end of an activation or the end of the turn.
BTW - I believe Stymied is one of the best scenarios in PG. Although it does not have the big armor of other scenario's there is a heavy focus on tactics to win, or draw, on both sides. There is town attacks, but both sides never have a chance to sit back and defend. The only point I would make is that this need to be played FtF, as a solo game cannot capture the tactics required.
Yes, Vince the AAR will follow. Know take some deep breaths to calm down.
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