[Those muzzle covers were common when advancing in desert/dusty terrain.]

Moderator: MOD_SPWaW





ORIGINAL: vahauser
I think that stacking only really matters when a player is attacking. When a player is defending, his forces are usually so spread out that stacking is not an issue.
I also think that stacking rules were not seriously considered for SPWAW because it was felt that such rules would be more trouble than they would be worth. Just another layer of complexity to an already complex game that would not add much (if anything) to the enjoyment of the game.
I also think that stacking rules only have a place (if any place at all) in single-player vs. computer games. Human vs. human games don't need stacking rules because anybody who consistently "abuses" by piling masses of units into single hexes will inevitably pay a price for that.
All that said, though, here is the only idea I currently have regarding stacking in single-player vs. computer games:
Idea #1. The player has some sort of rear-area and some sort of combat-zone. In the rear area, players can stack pretty much as they see fit (this is mainly to keep things as simple as possible). In the combat zone, however, some sort of tactical stacking (yet to be determined) would apply. I'm thinking that the dividing line between rear-area and combat-zone be based on enemy proximity.
Here is a quick and dirty: Any hex beyond your "blue line" deployment line, or any hex that is within 10 hexes of a known enemy, is in the combat zone and would use tactical stacking. I don't know what tactical stacking is yet, but defining a combat zone seems pretty easy and simple to follow.
Does this sound reasonable?
The Rose and Crown, a forum for British Gentlemen
depends on your point of view I reckon.....[:D]ORIGINAL: Riun T
and how interesting IS hell!!??