RE: Kill Points or VP Points
Static VP points does have the big drawback for scenario design in that it can not simulate a particular actions very well. The first side receives the same VP points if they capture the objective in the first 10% of time in the scenario or if they capture the objective on the last turn. Objectives changing hands on all but the final turn does not matter.
In many medium size scenarios and up depicting two days or more fighting, the first side can easily pursue a strategy of destroying the enemy army on ground of their choosing. The defender (second side) is the only side motivated to hold any ground at all. In this case, I am speaking to the defender feeling he is tied to a stake where ever there is an objective. This "dog chain" liability applies only to the defender. It limits the choices for an active defense.
A sliding non-linear scale for objectives awarding victory points each turn based on which side controls the location at the end of two player turn, would put some pressure on the attacker to go for the objectives. Separate scales would be figured in for each side thus the attacker could have objectives which decline in value and the defender could have objectives which increase in value as time progresses. Casualty VP are awarded to each side each 1/2 turn as incurred. Total points for each side is compared and the difference is compared to the victory conditions. This would be something going forward and not retrofitted, since it would require some rewrite of the every published scenario so far in the series, a daunting task. However, JTS could retro fit the mechanics in patches so new VC could be made for existing scenarios using the scenario design tools that exist to create a set of modified scenarios.
The strategy of destroy the defender's forces first, then scoop of the objectives on the last few turns would come with risks to the attacker they do not currently have to take into consideration. This kill first then walk to the objective strategy would still be a choice for the attacker, but have a different set of risks due to a declining value to the attacker for objective VP over time.
Dog Soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp
|