Exit Hex – the Clog

I’ve run across an issue a few times now that is more prevelant in Tide of Iron but does at times occur in Memeoir ‘44 as well.  Some scenarios will have an ‘exit hex’.  The point here is to get some of your units off in order to score points.  Sounds easy enough.  But both my wife an I have developed a ‘clog’ strategy to this end.

The ‘clog’ is simply a matter of putting units in such a was as to prevent the exit of a unit often with your friendly units camping out on the exit hex.  This forces your opponent to muster the firepower to knock that unit aside before it can exit.  While sometimes it may be a slight delaying tactic at other times, it may cost the game.

Admittedly, this does seem to occur more in TOI than M’44.  There are two reasons for this.  One, in TOI, more than 1 unit can occupy the exit hex which results in more units to eliminate to clear the hex and two, TOI seems to have a more restricted exit policy in that only a couple of hexes actually qualify as exit hexes.  M’44, for the most part, has exit hexes as the entire back row.

I put the clog strategy into action not long ago in the TOI scenario competition winner, Blood on the Mountain (good, solid scenario.  I can see why it won!).  My American forces were relentlessly being hammered (and a devastating un-observed artillery strike!) but I was comforted in the fact that there was a time limit and all I had to do was hold a couple of key hexes.  While I lost the majority of my forces, I carried the game due to the Clog.

I’m curious as to what other gamers think about the exit hex dilemma…thoughts?

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