Jeff Waldon
Member
Reduces visibility to detect and engage targets.I shoot....shooting prone increases accuracy. Generally...
Reduces visibility to detect and engage targets.I shoot....shooting prone increases accuracy. Generally...
Which is good.Ah, but the game is played with cardboard playing pieces and not WWII soldiers….
Try that with an Italian OoB in ASL...In Advanced Cohort Leader only Barbarians and Heathens are allowed to skulk. The Romans have the honor of their Legion to uphold.
Alas that Roman spirit has faded over the centuries.Try that with an Italian OoB in ASL...
The honor might stand just a tad longer than your squads going down, but still faster than you can utter "Veni, vedi, vici!"
von Marwitz
Try that with an Italian OoB in ASL...
The honor might stand just a tad longer than your squads going down, but still faster than you can utter "Veni, vedi, vici!"
von Marwitz
Leap, fellow soldiers, unless you wish to betray your eagle. I, for my part, will do my duty to the republic and to my general.Try that with an Italian OoB in ASL...
The honor might stand just a tad longer than your squads going down, but still faster than you can utter "Veni, vedi, vici!"
von Marwitz
I would hope most people here would at least agree that "skulking" - moving away only to return to the same hex in the advance phase - is in practice nothing but that portion of a scenario wherein nothing of significance can happen except for the waste of time.Skulking: Its sole consequence is to make play longer and more tedious as the attacker waits patiently for the defender to do the obligatory shuffle that we all know is coming, but is acceptable because play testers used it too and therefore it’s “built in” to the scenario.
I would be happy not to skulk if you would be happy not to shoot at them when I don't do it. Otherwise, it isn't a waste of time from my perspective. -- jimI would hope most people here would at least agree that "skulking" - moving away only to return to the same hex in the advance phase - is in practice nothing but that portion of a scenario wherein nothing of significance can happen except for the waste of time.
Sure looks like many here disagree with you.I would hope most people here would at least agree that "skulking" - moving away only to return to the same hex in the advance phase - is in practice nothing but that portion of a scenario wherein nothing of significance can happen except for the waste of time.
Skulking can buy some time for the defender - under that aspect, no time is lost.I would hope most people here would at least agree that "skulking" - moving away only to return to the same hex in the advance phase - is in practice nothing but that portion of a scenario wherein nothing of significance can happen except for the waste of time.
I am going to go a little further into this "waste of time" idea. The following are all things I consider a "waste of time". Your mileage may vary, but to me, good or better players will tend to agree with me:I would hope most people here would at least agree that "skulking" - moving away only to return to the same hex in the advance phase - is in practice nothing but that portion of a scenario wherein nothing of significance can happen except for the waste of time.
Does what make sense? The tactic or your explanation? I suppose I would have to say yes to both possible queries. It is a tactic that enables a competent defender do exactly as you describe and to force an attacker to do something about it.To everyone who responded all I am saying here is, other than spending the time to follow the rules and SOP as they are, more or less tediously, the end result is more or less equivalent to just skipping over the Def. Fire, the Adv. Fire, the Rout, and the Adv. Phases, in that turn for the units that are, or would be, skulking....and for any units which might otherwise have interacted with them. Does that make sense?
Well if I am on my game you won't be able to skulk everything. If you can I am failing. So no, I don't want to skip over the Def Fire or Final Fire. I most certainly don't want to skip over AFPh either as that's my chance to break you before you skulk.To everyone who responded all I am saying here is, other than spending the time to follow the rules and SOP as they are, more or less tediously, the end result is more or less equivalent to just skipping over the Def. Fire, the Adv. Fire, the Rout, and the Adv. Phases, in that turn for the units that are, or would be, skulking....and for any units which might otherwise have interacted with them. Does that make sense?
Just to clarify I think I was suggesting here is an informal agreement, one player turn at a time, between players, not a change to the SOP.To everyone who responded all I am saying here is, other than spending the time to follow the rules and SOP as they are, more or less tediously, the end result is more or less equivalent to just skipping over the Def. Fire, the Adv. Fire, the Rout, and the Adv. Phases, in that turn for the units that are, or would be, skulking....and for any units which might otherwise have interacted with them. Does that make sense?
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.Just to clarify I think I was suggesting here is an informal agreement, one player turn at a time, between players, not a change to the SOP.