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Etiquette question: last minute rush on objectives


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If capturing the objective/VP location is part of the game, and what you must do to win I don’t have a problem with it. Do you mean to say when you guys play a single player game you do not try to capture the objective if there is 1 turn left? I say if your opponent gets the VP it is not his fault, but YOUR own from preventing it from happening. I have had people try to do a last minute rush only to be destroyed because he did not prepare the attack properly, and I was ready for it. Just play the game, and have fun I say. The only rule that I think is universal is no targeting artillery on the set up turn, unless one is the attacker in an Attack/defend. This is because it ruins the game before it even starts. Anything else an opponent wants to try then bring it on! Pull it off then shame on ME.

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I've noticed there's two basic personality types playing the game. The first is the "Win at all cost" personality type, who one suspects would crack open his HD with a screwdriver if he thought he could somehow gain an advantage in a fight. The other type is the 'Experiential' player. He's not playing to win, he's directing and staring in a miniature war movie! He's more interested in the best camera angles, in the 'dramatic moment'. If a gamey flag rush threatens to break the willing suspension of disbelief he'd prefer to lose. :)

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I've noticed there's two basic personality types playing the game. The first is the "Win at all cost" personality type, who one suspects would crack open his HD with a screwdriver if he thought he could somehow gain an advantage in a fight. The other type is the 'Experiential' player. He's not playing to win, he's directing and staring in a miniature war movie! He's more interested in the best camera angles, in the 'dramatic moment'. If a gamey flag rush threatens to break the willing suspension of disbelief he'd prefer to lose. :)

LOL and probably a few more in between. I think I am closer to the second. I enjoy watching my opponent win as long as it is interesting and especially if I learn a trick or two.

It also helps that a good part of the games I have played aren't basing victory on a specific VL. They are more battles driven by an overall commanders intent which my opponent and I have usually discussed to set the context of the battle.

Hell I'd gladly lose if in doing so I gained enough truly cool moments watching the TAC AI in action.

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About the only things I consider gamey are opening turn bombardments on the enemy's setup positions or using known asymmetries or flaws to benefit yourself.

Last turn rush? Well, if it's a touch objective and I can't keep you out, then you win. If it's a hold objective, well, come and take it from me. :)

But, that's my own opinion. As stated, I will play that way but won't assume anyone else will unless we coordinate it beforehand.

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I prefer to design with variable end times and serious destroy points on troops. Losing 50% of a VL's worth of troops to take a position that you may end up losing anyway in overtime is not a good tactical move.

As far as QBs, it is up to the players to determine. If your ammo bearers cannot keep his ammo bearers out, well that's life I suppose.

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