Ole Boe said:
Not being able to skulk or move out for other reasons withouth being subject to DFF in that Location is just an extreme detriment for the defender.
Why shouldn't it be? You think crawling out of a "manmade hole in the earth, dug by troops for protection" [B27.] should be easy to leave without detriment?
On what basis in reality?
Even in stand and die defenses, skulking is an important tool, making Foxholes the absolutely last resort.
"Skulking" is not a military maneuver, and is not a defined game activity. It is a gamey player action that takes advantage of the system.
So sad for players that can't "skulk" out of a Foxhole. I'm sure our soldiers wish they had the ability to "skulk" out of Foxholes.
And anyway, I wonder how the Marines felt went they crawled out of their Foxholes. I'm guessing that they felt pretty damn exposed.
...and this was just not how Foxholes was used in real life...
Are you meaning to tell me that the purpose of having a foxhole, "in real life", was so that a soldier could skulk in and out of that position?
And which of your extensive combat experience with Foxholes are you drawing upon to demonstrate how they were really used in "real life"?
As for the rule problems that Bruce Bakken brings up - for once I agree with Tate that it looks like Bruce just tries to be difficult. We already have terrain types where the MF cost are combined with entering a Location (shellholes, walls, abrubt elevation change etc.), so I suggest that Bruce reads those rules and see if he understand them.
Do you really think I am so stupid as to not understand the mechanics of combining MF costs?
I have never stated that combined MF costs wouldn't work, or would be difficult to implement, or would create Defensive First Fire challenges.
But using combined MF costs for Foxholes would dramatically change the interaction between DEFENDER and ATTACKER, and the very nature of Foxholes themselves.
Shellholes are
printed terrain. Walls are
printed terrain. Abrupt elevation changes involve
printed terrain.
Foxholes are
Fortifications counters.
And even though Foxholes have TEM like printed terrain, there are some fundamental differences about Foxholes that make them so different as to require different treatment.
1). "... units in the same hex can be subject to different movement costs or TEM dur to occupation of different features within that hex. For example, units in an entrenchment ... are subject to different effects than other units which share the same Location, but are in different terrain features within that Location." [A2.8]
When in Shellholes,
everybody is in Shellholes. There is no "different feature" within a Shellhole hex; only movement
into a shellhole is conditional. When crossing a wall to enter a building,
everybody has to cross the wall and is in the building; some units can't step around the wall, while others move over it. When you cross a double crest,
everybody has to cross that double crest.
When MF are combined for multiple terrain types, there is no question of some units being in one terrain feature while other units are in a different terrain feature. All units are in the same terrain feature at all times. When it breaks, it breaks in that terrain feature. When it drop Possession, the SW remains in that terrain feature.
But Foxholes are different in that respect.
2.) "A unit in a foxhole is placed beneath a foxhole counter, while any other unit in the hex but not in the foxhole is placed on top of the foxhole counter." [B27.1]
By allowing combined MF costs, you have removed this feature of Foxhole, namely that a unit could break outside the Foxhole or drop Possession outside the Foxhole.
Ah, but wait. A unit would always have the option of entering the hex without entering the Foxhole, right? And then if it changed its mind, it could then expend MF to be placed beneath the Foxhole, right?
Of course. But that's just a concession that Foxholes are different than every other terrain feature that shares the same Location, that you can be either in the foxhole or out of the foxhole.
There is no other terrain feature that is like this.
Ah, the comparison to Shellholes.
Well, for starters, the TEM of Shellholes is only +1 for all fire, while Foxholes are +2/+4. Right there, that tells me that Foxholes were conceived as significantly more protective than Shellholes.
Secondly, during every phase except the MPh, units in a Shellhole always receive the +1 TEM; there is no question of some being in the shellhole feature, and others not being in the shellhole feature. In fact, shellholes are Inherent Terrain: "the entire hex... [has] the characteristics of that terrain type."
Shellholes bear zero resemblance to Foxholes when it comes to their TEM and terrain feature.
There is more than just MF costs involved, or Defensive First Fire mechanics. Altering the movement into/out-of Foxholes changes the fundamental nature of the Foxhole feature.
You know what it sounds like to me?
"Waa-ah... those bad meanies are shooting at me before I can reach the protection of the Foxholes. Boo hoo hoo. And then, <sniff>, and then, when I try to leave the protection of my hole, wah, they shoot at me again. Tell them to stop, tell them to stop! Wa-a-a-a-ah!

"