da priest said:
Sorry I'm not psychic, I don't know where my oppo is going to go.
Yes, that was exactly what I meant
He may CX and run across open ground or do something equally stupid to get to my wall, and he may make it.
Yes, he may, at least in some places. However, he may also prep fire. And if he prep fires, you're better off by
not having WA in most cases.
A little explanation may be in order:
First, let's disregard the hexes where you share a wall/hedge hexside with the opponent. In those cases, one side will normally have a WA counter - just as with the v.1 rules.
But with the other hexes, it works like this (IMO of course):
During your own player turn, there is no reason to use any WA counters. The opponent is not able to move adjacent, and when he fires during the DFPh, you will be better off by
not having WA (in most cases), and
never better off by having WA. So no use for WA counters then.
During your opponent's player turn, there is a reason to place WA counters on some hexes, but not all, depending on what you expect your opponent to do.
If you expect him to Prep fire on you, then you should not place WA counters in most cases, since having the WA counter makes you more vulnerable. If you expect him to move adjacent, then you should claim WA to keep your opponent from doing so during his MPh.
If you expect/fear both fire and movement, then you have a though decision.
So if you mindlessly place WA counters on all those hexes, then you've made yourself much more vulnerable during the opponent's fire phases.