RE: Occupying reinforcement hexes?
I'll tell you my 2 cents on this one.
Historically speaking, I think denying reinforcements is nonsense.
First of all we have to distinguish two types of those reinforcements. First type is one that arrives at the edge of the map, the second type is one that mobilize somewhere on the map.
On huge scenarios like Europe Aflame you have whole continents thus virtually there are no edges where strategic reinforcements could arrive.
Speaking about normal scenarios from small to huge sizes, you must understand that the edge of the map is not the edge of the world. And reinforcements must enter the battle here or there.
In typical board games this problem is resolved easily, if reinforcement's hex is occupied, then those fresh forces can arrive at nearest possible free hex.
Realistically, any high command could change the direction of their reinforcements according to situation.
In Toaw3 we only try somehow to recreate those battles previously fought, and not necessarily everything could go along like it was in history. This is the point where game code wasn't programmed to predict every possibility leaving us completely unaware that simple unit like airborne infantry platoon dropped behind the lines at the map edge can deny appearance of much more stronger stacks of different forces.
This kind of problem is quite simple to resolve:
You and your opponent have to agree before the game commence that any reinforcements must arrive at the edge of the map. And prevent themselves from capturing such hexes.
The second type of reinforcements mentioned here are those which appear somewhere on the map.
I have no objection in capturing these hexes because if your forces were earlier in such area, all opponents reinforcements would not be able to mobilize. Simple.
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