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7 Posts

Baltic Gap» Forums » Variants

Subject: Victory conditions, any house rules? rss

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olivier R
France

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I think I read somewhere that the designer was kinda open to the idea of letting the Soviet player earn more than a single VP per turn.

I find you can often get a situation where if the German player doesn't fall back, at the end of the game, he can be almost completely wiped out from the map and the Soviet can have almost all the Pop locations, but yet they have a negative score.

When I say not fall back, it is not completely right. What I mean, is using all the tricks to delay the withdrawal, leave units acting as speedbumps, or roadblocks, wait till the last moment to pull out of a threatened sector, even accept to get pocketed in some rare cases with some sacrificial units etc...

Of course often you get encircled, especially when the Russian gets a double turn and I suppose in a way these tactics are maybe sound although a bit risky and not very healthy for your troops. It is pretty effective because the Soviets are always 1 or 2 Pop behind the schedule until very late in the game where they usually manage to make up for their initial losses, often in a really spectacular way I might add, but it is too late to catch up.

So what would be a good house rule?

Would it make sense to let the Soviet catch up in the later part of the game by having him score 2 VP when he is say 2, 3 maybe 4 VP over the target? I was thinking maybe, let him add 1 to his Pop score when he has destroyed a German HQ just for the single turn? But probably just the former. What would be a good threshold to let him score 2 VPs?

Edit :

I use the following optional rules :

- extra flak
- soviet recruiting
- lack of coordination for both sides, which includes not being able to attack with more than one non divisional unit from a hex for the Soviet
- +2 SP if the other side scored a VP the previous turn
- proportional strength
- long range aircraft effect
- #V=0

 
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  • Last edited Sat Nov 12, 2011 11:31 am (Total Number of Edits: 1)
  • Posted Sat Nov 12, 2011 11:21 am
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Angela Sutton
United States
New York
New York
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I'd go for raising the V# by one of the existing optional methods - the Soviets can pick up as many as 4 extra VP that way - before adding another layer of options, myself.
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John Kisner
United States
Windsor Heights
Iowa
designer
You could score VP equal to the POP differential on last turn, so final position potentially earns several points.

Here is something fairly new in the House Rules section. It is a form of tie-breaker that rewards final position:

No More Draws or Sudden Death

Don’t end a game when a 10 VP lead is reached. Keep playing until the bitter end or until one side concedes that defeat is inevitable.

If the game ends in the Draw range (that is, neither side has a 5 VP lead), count the game as a Marginal Victory for the player who won the last VP scored (even if the other side has the higher overall VP score).
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Jeb Smith
United States

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I guess you are implying that the game is unbalanced for the Germans?

I've played the campaign scenario once and the Germans where crushed ... so I'm not of the opinion that the game is unbalanced for the Germans ...

My thoughs are that if the Germans can maintain a viable force till the end of the game they deserve to win ...
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  • Last edited Sat Nov 12, 2011 10:47 pm (Total Number of Edits: 1)
  • Posted Sat Nov 12, 2011 10:47 pm
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Miikka Rytty
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Oulu
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How about allowing Soviets to count also those POP locations that are surrounded if they the VP tally is against Soviets. That way the speedbumps won't be as effective when Germans are doing well...
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olivier R
France

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groggal wrote:
I'd go for raising the V# by one of the existing optional methods - the Soviets can pick up as many as 4 extra VP that way - before adding another layer of options, myself.


kisner wrote:
You could score VP equal to the POP differential on last turn, so final position potentially earns several points.

Here is something fairly new in the House Rules section. It is a form of tie-breaker that rewards final position:

No More Draws or Sudden Death

Don’t end a game when a 10 VP lead is reached. Keep playing until the bitter end or until one side concedes that defeat is inevitable.

If the game ends in the Draw range (that is, neither side has a 5 VP lead), count the game as a Marginal Victory for the player who won the last VP scored (even if the other side has the higher overall VP score).


fauxia wrote:
How about allowing Soviets to count also those POP locations that are surrounded if they the VP tally is against Soviets. That way the speedbumps won't be as effective when Germans are doing well...


Great suggestions, thanks.

jeb123 wrote:
I guess you are implying that the game is unbalanced for the Germans?

I've played the campaign scenario once and the Germans where crushed ... so I'm not of the opinion that the game is unbalanced for the Germans ...

My thoughs are that if the Germans can maintain a viable force till the end of the game they deserve to win ...


Well no that's the thing, the way it turned out, they were almost completely wiped out from the map.
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John Kantor
United States
St. Petersburg
Florida
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How about no VPs for arbitrary locations that had nothing to do with either side's historical strategy?

The Soviets were trying to cut off the German forces by driving on Riga. The Germans were trying to hold a line of communications open to their forces and Riga, and they were willing to retreat to accomplish that.

But even without VPs, the Germans can make it almost impossible for the Soviets by fortifying cities, since that blocks the supply network. And the Soviets are at the mercy of the die roll controlling how many Artillery markers they get.
 
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