I am obviously not explaining myself clearly, I will give it one more go and then give up.SnuggleBunnies wrote: ↑Fri Sep 06, 2019 4:12 pm The OP screenshot illustrates the problem succinctly. Why should the unit just be able to ignore the secondary ZoC? This leads to situations where it is actually better for your unit to be surrounded than facing one enemy to the front. That is absurd! The option to either be trapped, charge, or turn, seems much more logical to me. If your unit ends up surrounded, its options should be limited and terrible!
However, the idea of being able to charge a unit to the front but turned 45 degrees away from a unit, even if primary ZoC'd from behind, could be worth looking into. Currently, you can do some silly stuff with those ZoC to delay an advance.
You all seem to think that one side should be able to move it's units and impose it's ZOCs wherever it wants, while the other side just sits idly by and watches it all happen. Even though the game is turn based, it is trying to simulate real life, and in real life both sides would be able to move at the same time. In real life it is not so easy to surround and trap an enemy, because they can react to the opponents moves as they are happening. I believe that is what the game is trying to simulate with the current ZOC rules.





