ORIGINAL: AlvaroSousa
So both of the ideas start over complicating a game mechanic that would now need a complete overhaul.
Stacking units means there is several months of work ahead.
Changing values when X adds months of work on A.I.
But you proved my point.... how often does a player go 3 deep? Almost never. So I would be making modifications costing months of work for something that rarely happens.
Coding and testing takes far longer than people think.
Thanks Alvaro. Admittedly my opinions come with zero understanding of coding implications. Just throwing things into the mix from the perspective of a current player. Fair enough that the above suggestions are overcomplicated, but that does not in itself prove that the 2 hex retreat rule is perfect.
If you agree that players going 3 deep in defence isn't a problem anyway, then why have the rule at all? Because as previously stated the rule is often most annoying not for the defender, but the attacker who gets their finest armour snipped off at the tip of a breakthrough.
What about trying a BETA with the 2 hex retreat rule changed to 3? Would that take a lot of work to trial? Just a thought. Perhaps fears of deep defensive lines are overblown? Perhaps any benefit the rule's removal imparts to the defender who can build deeper lines will be offset by removing the attacker's need currently to keep shuffling his interior lines around his thrusts to ensure there's retreat paths for his spearheads.

