FrankH.
Member
I think CGs, especially in urban settings, are kind of a different animal. As you suggested there are too many things going on, potentially, making every tactic, including skulking, somewhat more risky and unpredictable. The often wide potential availability of OBA are I would say another big consideration.While I agree that two players can play by whatever house rules they want...but I will skulk for several reasons and as mentioned up-thread the biggest reason being the death star final fire avoidance.
Now since I pretty much only play large CGs I am speaking from my experience with them...and while skulking is an effective tool on the defense...there are a couple ways it can work against you...and I can attest that it can and does happen.
1. You skulk back a section of your troops and then the nearby enemy sniper activates and it is quite possible that a unit you were going to move back into the front lines is now pinned or broken by an untimely SAN. Or worse...since you did skulk some units...that same SAN which would have hit them in their original location now ends up hitting your rally point leader. Whoops...now that leader is dead, wounded or broken.
2. Also...skulking and Stukas (or aircraft in general) don't always play well together...
IMO this makes the game overall more challenging and far more interesting. And that is why I am mostly interested in CGs. Or at least scenarios with a range of pre-game, and/or post-setup but prior to start adjustments, that unpredictably may greatly change how it starts off.
I also think there is a very different mindset to the game, between those who are most interested in short scenarios and especially in tournament competitive play, and those who are more into the CG version of the game.
But this does not change the fact that the rules allowing skulking, not the tactic itself, are one of the many "wobbly" aspects of the (basic rules of the) game. I use the word wobbly - not sure it is the best word - I might have used other words.