Gents:
Next discussion points....
While this campaign scenario "seems" ideal for a team game - either 2 players (Warsaw Pact: Soviets & Czechs) versus 1 player (NATO) or as 2 players versus 2 players match - (Warsaw Pact: Soviets & Czechs) versus (NATO: Americans & West Germans)... I have misgivings.
I've been involved in a handful of team games... and in each instance (with no exceptions)... either the match collapsed under the sheer weight of too many units / not enough time and / or one or more team mates quit. Just the logistics and inherit delays associated with team game turn exchanges can easily add days / weeks to each turn.
So... my question... is it possible (or even probable?) for only two players to tackle this campaign scenario?
Let me outline my thought process here that may make it easier for two players to digest this "elephant" in more chew able (manageable) bite-sized pieces...
Establish some "gentlemen" agreements up front and before the match begins.
(1.) Setup three (3) checkpoints at 40, 80, and 120 turn marks respectively.
(2.) At each of these checkpoint turns, both players are required to state either a "Go" or "No Go" to continue the match. If both players state "Go" nothing happens and play continues. However, if one or both players state "No Go" then the following takes place:
(2. a.) Reference the current scenario victory level.
(2.b.) The player who wishes to continue is awarded 500 VPs. These VPs are either added (WP player) or subtracted (NATO player) from the current victory level. The adjusted current victory level is then the FINAL victory level and the match is recorded on the TOC ladder.
(2.c.) If both players state "No Go" then the current scenario victory level is referenced (No bonus points awarded) and the match is recorded on the TOC ladder.
Pros: Encourages players to continue, but provides players a "honorable" way to end the scenario if their forces are hopelessly defeated or a player has lost interest in the match.
Cons: A "crafty" player could decide to end a match during an advantaged time, by forcing a premature end to the match and securing a win.
I really want to give this campaign scenario a "Go"... but psychologically, I need to approach it in some kind of manageable and incremental fashion.
What do you guys think about this proposal?
Regards, Mike / "A good plan violently executed now is better than a perfect plan executed next week." - George S. Patton /