RE: EP '14 mechanics/balance
ComradeP,
I agree with you on the incentive point. In many scenarios there just isn't enough incentive to make you take chances to pull out a win. It's like you start the game planning on how you can get a draw.
What these games really need is a variable VP location ability. That way you could offer the incentive to take risks. For example in France 14 Home Before the LEaves Fall, there is no reason for the Germans to attack Namur. The forces inside will be withdrawn eventually, the German forces opposing Namur will be withdrawn eventually, it is difficult to assult the forts and there are no VP hexes in the city. Why bother attacking the city? But if there was a 1000 point VP hex somewhere in Namur that would disappear after a certain date then maybe you would risk assaulting the fortress to capture it.
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