Ferr-derrp, turn 4 has ended. While I.A.R. has discovered some of the Scots' units, there is yet to be a full scale battle between the two sides.
Despite the lack of the inter-side battle, this has been one epic turn. I sure wish I were able to share what's been going on, but suffice to say that I'm very, very pleased with the way my unit algebra (a pun for you mathematician gamers out there) is holding up to managing the situations.
There is however one thing that I'd like to change, and because I'm not too keen on rules-changing in the middle of the game, I'm placing this as something you the players will voice an opinion on, yay or nay. I'd like consensus for approval, which given that there's only 5 or so of you active, means one nay will prevent this change.
Said change is limit the number of traps in a hex to 20 (apart from "special" hexes which are left at the GM's discretion to designate). No, there's no hex with this number of traps- not placed by any of you anyway- yet, but if turn number keeps racking up, there well may be.
(What happens when laying a trap would bring the number over 20? My idea is, "better" as in more damaging traps replace weaker ones.)
Anyway, it is now Turn 5 for the Generic Scots!
The whole point of this is lost if you keep it a secret.