von Beanie -> RE: The Political Question? (12/31/2009 8:19:22 AM)
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I'm not sure how victory is determined, but if there are victory points, then those could be gained or lost by accomplishing certain randomly assigned tasks, liking taking a certain city by a specific date. For example, if you choose to violate a "no retreat" order, you would lose X amount of victory points each turn for each hex surrendered. These sorts of political considerations greatly affected operations on the eastern front, and the players should be subject to the same sorts of political meddling that happened in reality. Nearly all of the board games about the eastern front 25 years ago included these sorts of mechanisms, and I can't imagine that it would be that hard to add as an OPTION. The political sphere really needs to be addressed in computer wargames of this scope. One of the most disappointing aspects of WITP and AE to me is that there is never an incentive to try something like the Doolittle raid. It didn't make sense militarily, but Roosevelt saw the need for it politically. Sure, the Allied commander could refuse to try it, but then there should be a substantial victory point loss for failing the task. To exclude these types of "random" political matters from military games does a disservice to what the military high commands had, and still have, to deal with.
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