rdhight
Embraces the Suck
Recently, WotC ruled in favor of the dodging door. If my Jotun approaches the castle and ends his move adjacent to doorway space No. 1, it's legal for the door's controller to open the door in the "after moving and before attacking" phase of Jotun's turn, moving the door to space No. 3 where it is no longer adjacent to figures outside the castle. This works against all melee attacks.
Swarm of the Marro offers one possible way to fight against this strange exploit. The castle rules tell us that "When the Door is closed, it must be completely closed to occupy the space in the Doorway...." The official FAQ tells us that "you cannot move or touch your opponent’s figures," and also that "you can adjust any figure you control on your turn." Put all that together, and you get this:
That is correct; either of the two "good Stingers" can block the castle door from completely closing. The attacker has two spaces adjacent to the closed door. On the latch side, a Stinger's weapon can just barely keep the door cracked open, but for much better results, you should place your doorstop on the hinge side, where he can get a good grip. Next, approach with Jotun or another battering ram and end your move adjacent to the door's latch side. If the door controller allows you to attack, the Stinger does not need to move. If, on the other hand, your opponent opens the door in order to dodge the blow, quickly reach in and adjust the key Stinger so that his gun barrel lays along the outside face of the door. Now the door will not close completely (which it must) except by moving your Stinger (which it must not). Unlike many Stinger denial situations, in which the opponent can try to wriggle into his chosen space by turning his figure and cheating it to one side within its hex, here there is absolutely no chance to legally close or even half-close the door until you relent and allow it or the doorkeeper is dead.
Enjoy!
Swarm of the Marro offers one possible way to fight against this strange exploit. The castle rules tell us that "When the Door is closed, it must be completely closed to occupy the space in the Doorway...." The official FAQ tells us that "you cannot move or touch your opponent’s figures," and also that "you can adjust any figure you control on your turn." Put all that together, and you get this:

That is correct; either of the two "good Stingers" can block the castle door from completely closing. The attacker has two spaces adjacent to the closed door. On the latch side, a Stinger's weapon can just barely keep the door cracked open, but for much better results, you should place your doorstop on the hinge side, where he can get a good grip. Next, approach with Jotun or another battering ram and end your move adjacent to the door's latch side. If the door controller allows you to attack, the Stinger does not need to move. If, on the other hand, your opponent opens the door in order to dodge the blow, quickly reach in and adjust the key Stinger so that his gun barrel lays along the outside face of the door. Now the door will not close completely (which it must) except by moving your Stinger (which it must not). Unlike many Stinger denial situations, in which the opponent can try to wriggle into his chosen space by turning his figure and cheating it to one side within its hex, here there is absolutely no chance to legally close or even half-close the door until you relent and allow it or the doorkeeper is dead.
Enjoy!