For an Even more Intense Ending

Victory conditions are always one of the toughest aspects of game design. How you define victory changes how the battle was fought. Historically, the things that were important at the beginning of the battle might not matter at the end. The reverse is also true. Many Waterloo games have Hougomont, that fought over chateaux, as a victory objective. Yet Napoleon was never interested in it, nor was Wellington. Other than it was a great defensive point if the French wanted to waste effort on it. Which they did, and it cost them the battle.

One of the first things you learn, as the French player, is ignore Hougomont. If Wellington wants to pack it with his best troops, then let him have another British island. Soon they will not be in combat command and they’ll be trapped.

Official Pub Battles rules have standard points for eliminated enemy blocks, with multiples possible depending on the condition of the enemy bags. This is necessary for tournaments and such, where a winner must be declared.

I only use points if no enemy bags have been destroyed. Twice in a row playing Marengo I have broke both armies (50% losses) in the same combat phase! So how do you resolve that?

Well, I like the idea of an army breaking at some unpredictable point. That moment when a group’s collective will is broken. Something that you know is close, but you can’t predict. That’s why I am going to say that the moment, the moment the die is rolled, is the moment the army breaks. Not at the end of the combat phase, but the moment that 50% point is reached. If that happens to be the same combat, well then it is a tie, both players lose.

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