I think that this advice for game designers will be valid on the games we play on a mat and in our heads, in other words. So my players will see more clustering in cover and differentiation of cover and circular space, and I will tell you how it works out later.
Being able to come up with tactics is awesome. Being forced into certain "strategies" by game design choices is less so...It's like the game has carefully removed all possibility of tactics, in favour of forcing me to make a suicide charge into a hail of arrows.
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