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Triggers or conditional statements sound nice and easy, but they are pretty difficult to do right. Not so much the triggering itself, but the conditions for the triggering are pretty difficult to do right.

Suppose you have a defending force, and you want it to retreat when flanked.

First you have to define what flanked is - a line passed? A certain piece of ground taken? And if a line, does a huge force just short of the line count? Does one sniper past the line count? So you have to weight the force that triggers the condition. With or without AT assets? Does a Tiger count - if you have an AT asset? And without? Does a PZ2 count? If you have an AT asset or if you have not?

And if a few men don't count, how about an HMG section that cuts of your retreat path?

Don't get me wrong, I would love some event driven triggers. And anything is better then none. But building in some triggers just would have us clamoring for more, better and more divers triggers. And all games with triggers I have seen tend to have gamers misuse the triggers for "gamey" tactics. This goes from "puling" in online RPG's to staying exactly 3 hexes away from towns in hex based war games.

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