Working on a scenario about the US invasion of Panama in 1989. It's a short and sweet scenario, and the world needs more of those. (Kind of a fascinating little action as well, with interesting equipment [M551 Sheridan, A-37 Dragonfly, first use of F-117A &Humvee] massive airdrops, lots of SPEC OPS air assaults, etc. But I digress.)
It's short and sweet because the Panamanian forces were at a huge disadvantage, so that needs to be offset.
One of the hallmarks of this war was that the US had a number of objectives that needed to be taken, and taken quickly.
It is a foregone conclusion that the US player WILL take these objectives. Therefore, I don't just want to give these objectives a set VP value, because the US player will likely take them all eventually. what I want to do is give the Panamanian forces VP's for every turn they HOLD these objectives. The longer they hold out, the more VP's they get, which will give the US player the urgency to take them quickly that existed at the time, and may affect deployment options.
Trying to figure out to accomplish this in that damn Event Editor. In the Evil Ed document, it does list how something like this has been done:
However, it does not list the scenario it was done in, nor exactly how it was accomplished.Force Attacks
Can be used to force players to fight for certain places. For example, it is usually quite hard to keep
Soviet player in summer 1941 from running away from border as fast as he can. Even harder it is to force
him counterattack – since if large shocks implemented for Germans, it is clear that Soviets will have no
effect but speed up evaporation of their forces. But we can use the following line: if German troops
approach town A (inside some radius), soviet player have X VPs for each round that there're fightings
inside this radius (forcing Soviets to fight as long as possible). Furthermore, if German took this town,
Soviet player have to act inside a smaller radius but with increased bonuses (forcing him to
counterattack as long as possible). Add there that he'll have even greater bonus if he'll manage to take
the town. In some cases this could be enough to throw Soviets into historical counterattacks near the
borders (while common player will avoid it at all costs against German supremacy). But, please, note that
this feature is useful in the relatively short scenarios (several days or weeks), when the questions of
tactics prevails over the strategy and operational planning. (Pavel)
I would obviously want to use Force Occupies instead of Force attacks, and there are about 21 locations I'd want to use this in.
Can't quite figure the event cascade to increase the VP's for Panama every turn for each location up until they lose the location.
If anyone has an idea of how Pavel did this, or knows the scenario Pavel designed so I could shamelessly copy his work, that would be great. Shameless is my wheelhouse.