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 Post subject: Club Rule 6.1.1.3
PostPosted: Sun Oct 20, 2024 4:50 pm 
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Club Rule 6.1.1.3 states:
"Players who withdraw any of their forces from the battlefield map, other than via a designated Exit Hex or as specified in the scenario as a victory condition, shall suffer a two-step reduction in the level of victory."
I understand that this Rule exists to prevent gamey and unfair play by a Member who withdraws his force, or part thereof, from the battlefield to prevent his opponent gaining sufficient Victory Points to claim a victory. I am fine with that intention.

However, there can be certain circumstances where the Rule creates unrealistic situations due to the falsity of map edges being the end of a flat world.
In a recent game my opponent had one of his Corps enter the battlefield in an area separated from the rest of army by an (mostly) uncrossable river. They had entered the battlefield on a land hex because, off-map, there is a ford behind them in the real world. Not long after they arrived they discovered that General Jackson was in front of them and behind them was the 'blackness of the end of the world'. They were trapped and General Jackson does not show quarter to Yankees.
Before too long the Union Corps was being massacred. They had nowhere to withdraw to and the rest of the army was too far away to be of any assistance to them. Being unaware of the Rule 6.1.1.3 my opponent began withdrawing routed units off the map. I had no issue with this. Indeed, I feel that realistically once that Union force discovered they were trapped they would have withdrawn before the situation deteriorated, especially as their only escape route (in the real world) was a solitary ford.
Historically, I can think of only two examples where a force with their backs to a river did not withdraw, Ball's Bluff (60% of Union force were casualties) and Big Black Bridge (over 80% of Confederate force were casualties). Hardly recommendations for standing your ground with your backs to a river.

Consequently, I feel that Rule 6.1.1.3 needs some amendment to permit the withdrawal of units in some circumstances in the interests of better simulation and historical reality. I do not think the Rule should be removed entirely as that would then create unfair games and ahistorical situations.
I've yet to think of a suitable rewording and would be pleased to hear the suggestions and comments of others on this matter.

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Paul Swanson
Lieutenant-General
First Division
First Corps
Army of Northern Virginia


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 Post subject: Re: Club Rule 6.1.1.3
PostPosted: Sun Oct 20, 2024 7:42 pm 
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I understand your points completely and generally agree. I don't think the rule needs to be reworked though only because, just as you experienced, players in our Club are generally fair-minded and will appreciate the "realities of the situation." I can also think of numerous scenarios which are practically unplayable because of poor entry points (Cedar Creek for example). The only way to even play these is to have pre-agreed upon House Rules allowing units to leave the map if necessary. In the event there are no preset House Rules then the player caught in the pickle will be at the mercy of his opponent and whether or not he will accept the removal of units from the map. This is another reason I always tell people to scout scenarios before they agree to play them and to set House Rules if needed. If a member, including me, is ever caught in a situation where they are entering into a trap with no escape... and with no House Rules established to protect their entry... then all you can really do is chalk it up as a loss and move on. Lesson learned. But just a minute or two of pre-game scouting before agreeing to play the scenario should almost always prevent such an outcome.

In situations where one side is being whipped badly and the enemy has reached their side of the map and is now pounding their entry points... well, that battle is already a defeat so the above issue is a moot point.

The rule, as written and as you surmised, is really only there to prevent gross manipulation of the scenarios by removing one's army to attain a "cheap" victory. As far as I can remember we've never had to enforce the rule since I joined but I imagine at some point in the Talonsoft days when maps were smaller that it was a larger issue. Some of the more senior members might recall the events which led to that rule being passed.

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Gen. Blake Strickler
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El Presidente 2010 - 2012

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 Post subject: Re: Club Rule 6.1.1.3
PostPosted: Sun Oct 20, 2024 8:03 pm 
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Fair enough.

It was a scenario I'd only played once before and hadn't played for a very long time.

The suggested 'pre-game scouting' sounds best. I did have a quick look for my side but didn't bother checking the Union situation other than a general idea of where they were coming in. Even though we didn't have any house rule for the situation I was happy to let it go as it seemed to be the logical and realistic thing to do.

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Paul Swanson
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First Division
First Corps
Army of Northern Virginia


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