ORIGINAL: Jason Petho
I see your point, Mike.
The generalization mentioned "areas".
I am curious as to what those other areas are, apart from the usual assault issue, which you have noted has been gone over enough already.
Jason Petho
Examples of the game engine "taking over" versus player skill
Extreme Assault - 10% chance of assault failure regardless of force type, strength, morale, disruption, etc.
Variable Visibility - ??% chance visibility will change each turn.
Random Armor Disable - 10% chance any artillery round will eliminate an armor strength point.
Special Concealment (Anti-Tank Guns) Fog of War - 50% chance that anti-tank guns less then 57mm will remain hidden after firing each turn.
Please note that even though the first two examples are optional rules, this does NOT excuse them from still being poorly thought out rules implimented without regard to the impact to game play.
Poorly implimented optional rules are not "options.?" [&:]