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 Post subject: Troop removals
PostPosted: Sun May 16, 2021 5:17 am 
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I'm not sure what the house rule is, assuming there is one. However, I am not a believer in "magic" walls. If a unit is backed up against a map edge, the game allows for units to use the removal toggle. This feature is also used for gaining VPs in certain scenarios, like the breakout scenario at Fort Donelson. But even with no official exit hex, I would still support units being allowed to escape. Is there a house rule on this?

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Army of Tennessee
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 Post subject: Re: Troop removals
PostPosted: Sun May 16, 2021 7:22 am 
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There is, and I think it was originally inspired by Talonsoft Shiloh, where the Rebs could wreak havoc on the first day and then retreat off the map before Buell's reinforcements could turn the tide.

5.1.4 Withdrawal of all (or a substantial portion of) forces from the battlefield, unless specified in the scenario as a victory condition, will cost the withdrawing player a 2-step reduction in the level of victory. Removal from the map of individual units, routed behind enemy lines by the game engine, is allowed. (This rule is waived in the case of campaign scenarios.)

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 Post subject: Re: Troop removals
PostPosted: Sun May 16, 2021 9:08 am 
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mihalik wrote:
There is, and I think it was originally inspired by Talonsoft Shiloh, where the Rebs could wreak havoc on the first day and then retreat off the map before Buell's reinforcements could turn the tide.

5.1.4 Withdrawal of all (or a substantial portion of) forces from the battlefield, unless specified in the scenario as a victory condition, will cost the withdrawing player a 2-step reduction in the level of victory. Removal from the map of individual units, routed behind enemy lines by the game engine, is allowed. (This rule is waived in the case of campaign scenarios.)


OK, I agree with the premise, that if used for the sole purpose of winning. However, I would add that isolated units be allowed to withdraw, and or units trapped near the map edge by a far superior force. I added that last bit since I'm not 100% if a map edge contributes to the isolation rule.

And another solution could be that before the game begins, that an victory exit hex be installed. So that if a side were to gain a high level of victory, and withdrawal, the opposing side could follow off the map, and gain VPs. This would only be necessary in the rare instances where a scenario might be abused. But many would not give such a victory, regardless, as the opposing side could capture established objective hexes if no enemy units were defending.

Bottom line, that one exception is a bit restrictive.

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Hardee's Corps
Army of Tennessee
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 Post subject: Re: Troop removals
PostPosted: Sun May 16, 2021 11:56 am 
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Ideally, the map for every scenario should be so large the map edge never becomes an issue. Overland comes to mind.

You are right about Shiloh. It would have been a better solution to add a some high-point objectives near the Confederate edge of the map.

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