Re: Different types of victory hex
Hmmmmm......
Haven't really ever played PBEM, so I suppose you're right as I can't comment.
Was looking at it more from a Human vs AI scenario design point of view.
I have to agree with you on the time sequence hexs though, always found them a bit stupid.
In terms of the v-hexes that can't be captured, I've seen them used to represent "capturing" enemy personnel or intel/high value equipment, used in special forces/raid type scenarios.
I used to find the hexes that were attractive to the AI but worth nothing useful for triggering enemy counterattacks, but now you mention it, a normal v-hex would work the same, as if the enemy wanted a hex, it should logically have a points value.
In terms of exit hexes, if units are deliberatelly retreated of the map is the value deducted at the end of a battle? If not, in a hit and run/asymmetrical warfare type scenario, I could simply place no v-hexes (or give them 0 value) and then hot foot it off the map after ambushing the enemy to preserve my forces.
Cheers for helping me to realize the power of the tools already available.
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