The Black Hand wrote:In the turn-based wargames I've played, all three of those examples are instances of a flanked unit (or stack thereof). Granted, there are more complex examples - generally involving the central hex having units/stacks in three of the hexes surrounding the central one - but I think that this example gets the point across.
In most of those games, I'd wager that you are able to attack (and thus threaten) adjacent hexes.
You can't do that in Erfworld - you have to move into the hex to attack.
We've seen no indication of anything other than actual terrain that applies a penalty to movement.
We've seen lots of indications that units without move cannot threaten units in other hexes (Stanley vs. TV in the pass, for example).
The idea of flanking is common to battle simulations, but I'd wager that in Erfworld, flanking only applies to units that are in the same hex.
I'd even wager that it simple acts as a valid tactic (splitting the attention of the enemy and attacking them where they are weak) rather than existing as an actual world mechanic.