Dark Green rule
Posted: Sun Dec 27, 2015 11:40 pm
I see many people (including myself) build tier 1 units behind dark green. I try to make it as close as possible, but sometimes, my build doesn't allow it. Last game, I was called out for 3-4 gnolls 0.5 spot illegal into dg.
So let's have a discussion.
The rule is there to prevent pulling, as far as I know. So why aren't melee units allowed further back into dark green as they won't pull any units?
Furthermore, tier 1 units are usually units u add to compensate or closely hold a certain level, but that you remove few minutes later into the game.
Best exemples are mines/gnolls.
Mines would be rather useless if built within legal area since they'd explode to only few units.
So since I don't see how the above exemple goes against the Dark Green rule which is meant to avoid pulling, I would like to propose;
1) Allow any melee units 1 (or more) spot further into dg
2) Allow any tier 1 melee units 1 spot further into dg
Thoughts?
So let's have a discussion.
The rule is there to prevent pulling, as far as I know. So why aren't melee units allowed further back into dark green as they won't pull any units?
Furthermore, tier 1 units are usually units u add to compensate or closely hold a certain level, but that you remove few minutes later into the game.
Best exemples are mines/gnolls.
Mines would be rather useless if built within legal area since they'd explode to only few units.
So since I don't see how the above exemple goes against the Dark Green rule which is meant to avoid pulling, I would like to propose;
1) Allow any melee units 1 (or more) spot further into dg
2) Allow any tier 1 melee units 1 spot further into dg
Thoughts?