(07-04-2011, 10:46 AM)Strela Wrote: The system is also better at set piece battles where both sides have clearly defined roles. The reason we didn't initially release an overall campaign game in Kharkov '43 was that both sides swapped roles over time and we couldn't make the existing victory system work - something that Marquo struggled with in his mod of the same campaign. We have no idea how our alternate system of victory point locations will work in the newly released Kharkov '43 campaign, but we are following Larsonney's AAR with interest!
David
I think the Kharkov '43 Campaign is the way to go...losses are irrelevant (at least directly) in determining victory. Obviously, if you lose an army or two there won't be much left to defend the VP hexes anyway
I believe that our campaign has a different feel, and we are 45+ turns in...I am on the defending side, but the Russian team seems to be moving with a plan to secure "X" amount of VP hexes by the first victory level check. They are definitely not trying to eliminate every unit on the map...more screening or brushing aside units that are irrelevant to the path to a victory hex or strategic (i.e. a river crossing) objective that will facilitate future options.
That's not to say they are not trying to eliminate units, but there is not that rabid track and kill aspect I have experienced in other campaigns & I, for one, am not checking every turn what that lost AT gun just cost me...feels more strategic...the units are a tool to achieve a larger goal. Not to be thrown away or sacrificed for no reason, especially my meager supply of Germans :rolleyes:, but both sides are using their forces to try to achieve a goal...again, not a feeling I get in some of the other campaigns.
Jon
P.S.---By the way, I think David makes an excellent distinction between small & large scenarios...I agree that only the large campaigns have this issue we are discussing...