LunarSol wrote:
Right, but in those cases most games have ranged attacks to dislodge models or scenario elements to prevent turtling. There's just a few ways, particularly with last man standing, to generate a scenario where whoever engages loses, which is the kind of problem that slowly creeps into games as players get more experience because its not an intuitive strategy or what people really want out of the game; it just tends to win.
Good points.
I guess AR is just a game where stalemates and ties can happen. If time runs out, and both players have the same number of gladiators left, then that must be a tie. There are no army points or scenario points to act like tiebreakers. That's how I see the scenario you describe. It might not be entertaining to have a stand-off, but if both sides feel like they will lose if they advance, then that seems like a tie to me. Undramatic, but fair. The goal of the game would then be to win before it gets to that point.
This reminds me of something I was going to say in another thread (I can't remember if I actually did or not). Someone said that it is an issue that if both sides are down to last man standing, then the weaker model can just keep running away to keep from losing. That seems like the same kind of deal to me - if you get to that stage, then the game is a tie.