Haven't read the whole thing yet, but it looks good. I would change the question on hex control - you're basically answering the question in the "Q" section. Maybe change to "how does hex control work?" and then put the answer in the "A" section.
If you love America, you through money in it's hole!!
cannoneer wrote:
Haven't read the whole thing yet, but it looks good. I would change the question on hex control - you're basically answering the question in the "Q" section. Maybe change to "how does hex control work?" and then put the answer in the "A" section.
The question on hex control is misleading and not completely right based on the 1.02 version of rules. Let me explain my understanding of the 1.02 rules surrounding hex control and it's importance in the game. The sections that are important in understanding this are 1.2 Towns, 5.3 Hex Control (plus sidebar notes on hex control), 7.4 Retreats / 7.5 Regrouping (plus sidebar notes on retreats) and 6.1 British Deploment / 6.2 American Deployment.
The misleading example in the question about hex control is the example pertaining to retreats and regroups. 5.3 Hex Control states two conditions that make a hex friendly. "Friendly hexes contain a friendly Town or are occupied by friendly blocks." If one or the other is met than the hex would by considered friendly for retreats /regroups. It doesn't state that if both are not met in the same hex than that hex isn't viable for retreats or regroups. This makes complete game sense in understanding how to determine if a hex is friendly for retreats or regroups.
The "Important:" note listed under hex control that states "control does not change until the end of a Game Turn." governs two things. Deployment of units and Retreats / Regroups into vacant town hexes. So basicly the hex space control is important based on the color of the town. Just imagine the color of the towns changing based on control. All of this could be clear if Columbia Games would have listed 2 or 3 examples in the sidbar notes. In both 6.1 and 6.2 covering deployment it states friendly supply towns as viable hexs for replacements.
Example 1: British move before Americans out of Boston, than draw Loyalist replacement and place into Boston.
Example 2: British move before Americans and attack out of Boston. Americans move to Boston to cut off British retreat and draw a replacement. This replacement can't be deployed in Boston because Boston is a red supply town until end of turn. Boston could be a retreat or regroup option if troops can legally reach it, because it is occupied by friendly American blocks.
I hope that helps clear things up about hex control. A major rookie mistake, when playing the British, is moving two hexes though an American friendly town and attacking with dragoons or by force marched troops and not realizing that they left no retreat option for thier units. This can be a costly mistake and a good reason for the British player to pay close attention to hex control.
According to multiple sources, the hex control question in the FAQ accurately portrays the intent of the rules. In this particular case, the hex control Q&A is a slightly edited version of a conversation between two players and one of the game's designers. It was taken from the Columbia Games forums.
The unusual (non-instantaneous) hex control rules are partly what make Liberty different from the other Columbia block games, I think. Some players go so far as to use red/blue markers in oppositely-colored town spaces and non-town spaces, when vacated, to show that they are still under the vacating player's control until the end of turn.
If you love America, you through money in it's hole!!
wkover wrote:
According to multiple sources, the hex control question in the FAQ accurately portrays the intent of the rules. In this particular case, the hex control Q&A is a slightly edited version of a conversation between two players and one of the game's designers. It was taken from the Columbia Games forums.
The unusual (non-instantaneous) hex control rules are partly what make Liberty different from the other Columbia block games, I think. Some players go so far as to use red/blue markers in oppositely-colored town spaces and non-town spaces, when vacated, to show that they are still under the vacating player's control until the end of turn.
Wow. I'm surprised that control and friendly are the same and furthermore that a town's color trumps actual unit blocks. This makes no sense to me, but that link states very clearly on how hex control works. I'm interested in how much this slows down the British advances. I thought it was slow enough before when I was apparently playing wrong. It would have been easier if Columbia just mentioned that you have to control a town at the start of a turn in order to retreat or regroup to it. Thanks for the FYI.
If you love America, you through money in it's hole!!
wkover wrote:
According to multiple sources, the hex control question in the FAQ accurately portrays the intent of the rules. In this particular case, the hex control Q&A is a slightly edited version of a conversation between two players and one of the game's designers. It was taken from the Columbia Games forums.
The unusual (non-instantaneous) hex control rules are partly what make Liberty different from the other Columbia block games, I think. Some players go so far as to use red/blue markers in oppositely-colored town spaces and non-town spaces, when vacated, to show that they are still under the vacating player's control until the end of turn.
So now that this hex control rule has been smashed like a crab and brought to light would it be safe to assume that contol of Neutral hexes does not matter? 5.3 Hex Contol clearly states what a neutral hex is. My question is can British and Americans ever control a Neutral hex?
My question is can British and Americans ever control a Neutral hex?
Here's a rewrite of rule 5.3 that Mark Kwasny, one of the game's designers, agreed was accurate:
(1) If a hex was occupied at the end of the preceding turn, it is controlled by the side whose forces occupied it. (2) If a hex was not occupied at the end of the preceding turn, control depends on whether it contains a town. If it does contain a town, it is controlled by the side that town is friendly toward. If it does not contain a town, it is neutral.
Note that #1 applies to both town and non-town hexes. So a non-town hex is only really neutral if no units occupied that hex at the beginning of the turn. In other words, vacating a non-town hex doesn't immediately make it neutral - regardless of what the original version of rule 5.3 currently implies.