one more question. what are the thoughts on conceding games that are clearly lost? like in order to preserve important characters or units with a lot of xp in later weeks?
I think we might need to put this one up for community consensus, as I don't want to just make a rulling on that. The issue is there I see good arguments for both sides:
You have to play it out: What forces are going to survive this battle? If you don't play it out, it opens it up to gamesmanship of just throwing in the towel to preserve units that you don't want to lose. That isn't fair to others who are playing through.
You can give up: This is supposed to be fun, and I don't want to discourage people by making them sit there and take 6 turns of un-fun @ss beating when the matter is well decided.
Possible Solution? You have to play 5 full turns but you can "tactically withdraw at that time"????
What I can say, is that I was in this situation last night, getting battered by Dan's army of 300 dakka fexes (or something like that ;p ), and he offered to have us throw the towell in, but I chose to play it out, and we had a good time.
What does anyone else think?
Last edited by RedArmy; 07-03-2015 at 12:50 PM.
~The artist formerly known as Viscount Alexandru~
yeah, i was thinking after turn 4 or 5. turn 5 makes sense, since that is a full game. if you are getting beaten that badly, tactical withdrawal at the earliest end of game turn. that's my vote anyways
edited because my vocabulary is bad
i also vote you can forfeit the game turn 5 and keep whoevers left... its kind of narrative-y that you have to hold on to be evacuated... if you are just getting your ass kicked you would natch switch from accomplishing your mission to taking cover and preserving life and limb while you wait
"The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age."
Agree with the above. Mike and I did this kind of by accident - was just no way I could have pushed him off the objective. Granted I guess if we had had to go turn 6 I could have stuck the bikes in the far corner out of reach.
There was also the question last night about what happens to a flyer that flies off turn 5, but then the roll is for no turn 6. Is the flyer still alive for the campaign?
I say if you with draw, you withdraw don't lose anything by turn 4 or 5. If the flyer is off the board. He is still alive. Otherwise you are going to get lop sided snowball outcomes.
Stony said...
After reading this I have decided that the movie "Pineaple Express" should redo one of its quotes from:
"But if you do something heroic then you'll come back as like an eagle or a dragon, or Jude Law."
To:
"But if you do something heroic then you'll come back as like an eagle or a dragon, or Nick Rose."
So do we want to clarify withdraw? Do you need to deliberately move off the board? Or does that give the advantage too much to faster armies?
nah just say you are going to enact a withdraw and you withdraw. Keep it simple if need be. Otherwise people can body block or be dicks about stopping people from running away if need be.
Stony said...
After reading this I have decided that the movie "Pineaple Express" should redo one of its quotes from:
"But if you do something heroic then you'll come back as like an eagle or a dragon, or Jude Law."
To:
"But if you do something heroic then you'll come back as like an eagle or a dragon, or Nick Rose."
I'm cool with that. So do people have a strong opinion for what turn you can make that choice? Is 4 too soon?