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Leaving an enemy ZOC seems too painless, especially if using I Go/You Go rather than Initiative dice rolls to determine who goes first in each turn. One writer here complained that all the North needs to do Day 1 to win is fall back one hex each turn until sufficient reinforcements arrive. This variant proposes a realistic way to punish that tactic.
Retreats were confusing, demoralizing, and costly. The wounded, stragglers and equipment are left behind to be captured.
Roll one die for each block moving from an enemy ZOC, or retreating from a melee, and eliminate one step from the block on a roll of 1.
- Last edited Wed Aug 24, 2011 1:57 pm (Total Number of Edits: 1)
- Posted Tue Aug 23, 2011 7:14 am