<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Rich Walker</i>
<br />In Shiloh, I cut down the VP values by 60%. In my new title I shall create a few scenarios that have no VP hexes. But not too many, for I see a definite need for them in most circumstances.
Here is a small section from one of the reviews done for Campaign Shiloh:
<i>One of the things I wanted to do was to compare the scenario design with John Tiller’s earlier Battleground: Shiloh game. The first thing that struck me was the change in victory conditions. Battlefront Shiloh’s map was littered with close to 2000 victory points in geographical objectives, essentially forcing the Confederate player to stay on the field of battle and defend against an almost mandatory Union counterattack. Campaign Shiloh has only about 700 geographical victory points, 500 of them at Pittsburg Landing. In this situation, reaching Pittsburg Landing and cutting the Union off from their cross river reinforcements should become the goal of the Confederate player. The paucity of geographical objectives leads to another, more gamey option – inflict enough casualties to win the scenario and then retreat out of harms way. Though this would be a tough proposition against a human opponent, it does allow for a more flexible approach by the Confederate player. The designer did include a scenario that gives the Union player an exit hex to increase victory points if the Confederate player does conduct a hit and run.</i>
Read the entire review at:
http://www.combatsim.com/review.php?id=727
As for the games that already exist, I would encourage you to use the editor to create scenarios without the VP hexes. It's very easy to do with existing scns, but you'll also want to consider changing the VP level for victory or defeat.
In most of my games, I try not to make it a requirement to control a certain hex for victory, but rather consider them as bonuses that will add a level to your victory in arms.
Personally, I hate to see games won that only were victories because of a few controlled hexes. But for strategic reasons, that is necessary on some occasions.
Also, VP hexes are necessary for the A/I to be programmed. It needs direction, and VP hexes provide the needed direction.
Rich
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
Rich,
Two observations:
1) Re: "VP hexes are necessary for the A/I to be programmed. It needs direction, and VP hexes provide the needed direction."
I must admit I play much less against the A/I than I did in my early days with the Talonsoft games (before I discovered the club!). One of my earliest experiences was as the Union at Wilson's Creek. Sigel had been smashed and was in full retreat, but I decided to 'thumb my nose' at the Rebs and send a lone cavalry unit in to snatch a victory point hex behind enemy lines, knowing full well the Rebs could retake the hex on the next turn. To my surprise, not only did the A/I fail to take the objective the next turn -- it totally ignored it for the remainder of the game! I came away with th distinct impression the A/I used the enemy army for direction, rather than fixed objectives. (Of course, this was with the old Talonsoft games. The A/I with the HPS games probably uses an entirely different algorithm. I just haven't given it much of a chance.)
2. Re: "In my new title I shall create a few scenarios that have no VP hexes."
This is the first I've heard of another new title [:)] ! Can you give us any more hints [:D] ?
Your humble servant,
Gen 'Dee Dubya' Mallory
David W. Mallory
ACW - General, Chief of the Armies, Confederate States of America & Cabinet Member
CCC - Sergeant, Georgia Volunteers, Southern Regional Deaprtment, Colonial American Army