<BLOCKQUOTE>quote:</font><HR>I agree that the flagrush is a problem, but the solution presented in posts above is worse. Isn't it more sensible to say: "We have to take and hold the crossroads by 1300 hours, and be ready for whatever the enemy throws at us."<HR></BLOCKQUOTE>
Dude, I would agree with you 100% if this were viable in an ME, but it isn't under the current engine. What I mean is, back to the game I sighted before. It WAS an intersection actually, and I had it surrounded with 5 infantry squads. On the last turn, the opponent rushed in a single armored car, contested the flag, and won a minor victory by 2 points rather than the draw that should have occured. Now, as far as I am concerned, I did control the intersection. Had the game gone one more turn, I guarentee the armored car would have been destroyed. But the opponent took advantage of a well known flaw in the AI. It isn't realism in any sense of the word, and that is what I am addressing.
Michael, I am not trying to start a pissing contest, really! I understand your wanting realism in the game and I agree with that 100%. However, I think the VL/End turn mechanism in place totally ruins the realism of meeting engagements. Hence this post.
Dmart, excellent idea and hopefully CM2 will incorporate scenarios like you are describing. Maybe it will even be a game type!?!
If not, what I really would like to see is the random end turn. It's been used before in other games, and I think it would go a long way in elimination the rush. In my example above, had the opponent rushed that AC in, only to have the game go another three turns or so, not only would he not have won, but odds were good that the AC would have been lost, the flag would have remained in my control and that maneuver would have quite possibly pushed him in to a minor loss due to the point shift. It would make flag rushing manuevers much more risky and therefore less popular.
[ 06-05-2001: Message edited by: GenSplatton ]