(12-05-2010, 01:34 AM)Marquo Wrote: From the introduction to K 43, "It was decided to create a base campaign for each of these periods, rather than one 450 turn game. The reasoning behind this decision was the extremely fluid situation and the fact that building victory conditions for each side in a ‘mega campaign’ where the objectives changed over time was next to impossible."
I am bemused at the suggestion that "building victory conditions for each side in a ‘mega campaign’ where the objectives changed over time was next to impossible." Guys, this is true for all of the PzC campaigns.
For the record, I disagree. My "The Flashing Sword of Retribution (FSR)" mod of 421 turns was extensivey researched and adjusted to account for the flow of the entire campaign. I assigned values to cities and geographic vps in a very measured and reasoned manner. It takes alot of time, reading and tinkering but it can be done.
The core problem is that the PzC engine is very rigid, and does not lend itself well to creating dynamic vp values. This has been extensively discuused in the past. VPs could increase or decrease over time to add an exciting temporal element to the game; i.e. the capture of Kharkov could mean more or less vps depending on when it is taken - not just one absolute value no matter when it is taken. There is no reward for acting quicker or deterrent to acting slower. I have experimented with vp reinforcement unit markers which come on and withdraw at appropriate times, but no joy so far. The problem is not the fluid campaign, rather the rigid, adynamic game engine.
Marquo
I would suggest players feel free to add house rule victory conditions. The boardgames had verbal victory conditions all the time: "Capture X or Y or Z, and have N units across the river."
Making victory point-based is a bit rigid. I played someone in Market Garden, and though I won a "victory" because I held the Arnhem hex, my Allied opponent did have a bridge across the Rhine, and a viable bridgehead. It's hard to picture that as a loss for him.