Quote:
Originally Posted by Imp
Its pretty straightforward really just relate it to real life, so houses are good & roads are bad.
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I thought units on roads get the cover of the underlying terrain?
Imp is an experienced player, so this is a good example of why a defensive cover guide would be useful.
Not so that players can become 'rivet counters' - which I agree is annoying - but in order to play intuitively players should have at least general information. And I understand that the game designers are unable to provide that.
I did put together a defensive cover guide in the past, but I think it generated more questions than answers. The only way to answer those questions is testing.
Cross