This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!
While I was reading Cribtop vs Cuttlefish and came across CT trapping eighteen Chinese LCUs by crossing into all of the hex sides (at Nanyang, post 243), I thought, wow, this is powerful stuff.
I have since thought of three other situations (I think as I haven't tried them yet) besides the OP above, where hex side control could be used to give one side, using small units, a huge disproportional advantage over a much larger force. All of which would be gamey.
So for my edification please;
Why is the hex side control rule in the game, ie, what historical or real life situation does it reproduce or emulate?
How would the game be affected if hex side control did not exist?
TIA
el lobo[font="Arial"][/font]
El Lobo (J) vs Rio Bravo (A)
Rio Bravo's AAR - "The War College" tm.asp?m=3851786
Gamey is not a game style. It is someone's definition.
treespider = "In AE the defender can place some units into reserve, effectively pulling them out of the line, and then move them out without suffering any of the ill effects of the bombardment"
I didn't know that. It makes sense now, but I haven't explored the use of Reserve as much as I should.
Back OT: IMO not gamey - WITPAE is a hex game with hexside complexity.