(04-24-2019, 06:32 AM)Hugmenot Wrote: See Abusing horses and trucks.
That was my position 7 years ago when I was still new to the system. My regular opponent do not move trucks and wagons just to avoid undesirable recovery attempts except in some very, very rare cases when the demoralized units are in an assault hex and the other player is delaying activating his units in the hex by performing activation of dubious value. The question then becomes "Don't want to activate your units until you get your free shot, punk? We will see how you react when you roll FoW".
The Fog of War optional rule brings some desirable (imo) uncertainty to the game as a whole but it can give rise to some gamey situations.
I accept that demoralized units who did not activate yet this turn will remain as is until next turn.
Note you control a hex if there are units of both sides in the hex but your opponent's units are all demoralized.
Thanks for that pointer---that was a good read....a number of players on both sides of the argument.....
I very much like the FOW rule---you have to consider your priorities, and maintaining some kind of unit integrity
in location is reinforced....All things increasing the quality of the simulation (IMHO).
I'm wondering if the stricture might be that "When a FOW ends a turn--any demoralized units in contact with enemy (same hex? adjacent?) that are demoralized, must roll recovery--owner decides order"
Units spread all over you rear areas do not get forced...But units in contact...either in Assault hexes, or adjacent to people with guns who could kill them, do not get a pass.
The Gameyness is reduced....specifically the keeping units in assault hexes and getting away with not having to roll to recover (which would not happen in a non FOW game) is ended....if you are in contact with the enemy---and you are demoralized, you are going to roll, like it or not.
This is an optional-optional rule ....FOW + Mandatory Recovery for DEMORALIZED units.....
This would only apply to demoralized---disrupted are still in marginal control...they can attack, move 1 hex, etc....so you decide..you are in control....
I do think also the stray units, demoralized, that have run from combat out of range in a safe spot that NEVER recover because of FOW changes the nature of the game
vs. the Non-FOW game....and that's not necessarily going down well with me either....
So I think this comes down to a house rules thing.... But, as written, there is too much gamey opportunity---in a small # of units game, you don't see it as much--but when you
get into 30+ units/side....easily this shows up....so...that tends to break the simulation in a fundamental way for me.
ps. And the valuation of transports---wagons and trucks---I think there is merit there...context of single battle, not so much---but in any actual situation on the battlefield...yea, those
assets are going to be protected and are valued.... maybe a bidding thing? you bid to count/not count transports--and set victory point costs you'd gamble.... I think the issue is a single battle
perspective does NOT institute actual behavior---because in "Real Life" tomorrow matters...and you don't squander assets......But very hard to force into single battle games at the right level....
interesting....