I agree; I always had a problem with "Victory Hexes" and turn limits. Dammit, the point of war is to make the other bastard die for his country, and I'll choose the effing time and place I make him do that!! If you want to limit my time, then schedule enemy reinforcements to arrive on XX turn... but I should either try to beat them or be smart enough to retreat if I take too long. Don't force me to play your tactics. >.< The only thing I see VH's as good for are, well, strategic necessities. A hill with a good overlook. A road. A bridge. A city, a factory. But some hill in the middle of nowhere with terrible spotting? Puh! Don't make me laugh. I'll take it in my good sweet-@$$ time.Originally posted by Mogami
Some people like tricks, myself I do not care for tricks. I prefer straight forward missions "Commander the Regt is to make an advance this afternoon. Hill #xxx is an enemy observation point overlooking the route of the advance, therefore you must capture and secure Hill #xxx not later then ^^^^. You will have blah blah and blah as support. Then the objective will be held by a reasonable mix of enemy troop types. Not the 1st Ski Mechanized Airborne Guard Super Heavy Monster Tank/Panzer Supercallifragilisticexpialidocious Division.(a word like that deserves an eek)
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I liked Conflict: The Arab Israeli Wars. Every hex was a 1-point VH; Golan Heights hexes were 5 pts., and cities were 100. You could bypass Damascus and win the war... you could retreat from the GH and the Suez to draw the Arabs out, then stiffen and blast their supply lines to smithereens. You didn't HAVE to take xx hex... it just may have been a good idea.
On the other hand, SP:WAW is a smaller scale, and I can blame stupid VH's on "The Brass."

But doggonnit, leave me be to take the objective in my own special, painful way!


