Full disclosure - I’m friends with WriterJWA in real life. I’ve been watching this and his other topic on scenario design for a while.
I’m also really new to the game, having only played CMFB for a couple months and CMBN for much less. I started out with a few campaigns and scenarios and vacated them, although I plan to once I really master the mechanics of the game and the interface. Quick Battles are a great way to train, and there seems to be more freedom to accomplish your mission however you see fit as the commander.
In the few campaigns I did play, I did badly. I suspect it’s because I’m so new to the game, but I got the sense that they were *very* difficult. Some are meant to be (Sing Sing comes to mind). In any that I attempted though, I think the clock made most of the difference. There was little time to be careful - to probe, work the flanks, and prep - adding a degree of pressure for which I can’t quite grasp the real life parallel.
An idea: Would it be possible to make the factor of time something more open ended but with consequences for follow on missions? It’d be something like a penalty or bonus system for subsequent missions. For instance, Col Joe Snuffy lollygags his way through the first town. If he takes more than X hours he misses link up with his reinforcements for the next mission, or he sacrfices an off map arty battery for the next mission because they’ve got another tasking. This would perhaps reflect the real life consequences of time on the battlefield. (Please keep in mind that this novice suggestion without fully grasping what’s possible to accomplish on the scenario design end)
Anyway...This is one of the most fantastic games I’ve ever played. It is really close to an all-out combined arms simulation. I appreciate the work that’s gone into it