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Two plyer campaigns ?


wdraker

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Making a two-player campaign can often end up with either a one-sided snowball when one side gets an advantage, or with the sequence only really being a 'campaign' for one of the sides. The reason for this is the CUF. If both sides' units' losses are preserved going forward (as they will be if both sides are in the CUF) then an early loss will mean that side being proportionately weaker than the other, going into the next scenario. Most of the time, in "vs AI" campaigns, only one side is included in the CUF, with the majority of the side that's intended to be played by the AI being drawn from 'extra' units for just that scenario, so if you beat 'em like a red-headed stepchild in an early scenario, they're still strong enough to be a challenge later.

It's not an insuperable problem, but it's a fine balance to draw and a passle of extra work, to make the campaign interesting for both sides, while retaining the presence of the core units for both.

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It's not an insuperable problem, but it's a fine balance to draw and a passle of extra work, to make the campaign interesting for both sides, while retaining the presence of the core units for both.

Probably you'll have to fiddle with the replacements and reinforcements a bit. in a campaign against the AI these could be pretty limited for the human side - but in H2H you would need probably more of those - just to avoid the campaign to "tilt" - this was already an issue in CMx1 since the force also stayed on. I remember one or two CMx1 campaigns (eg Blut & Ehre and Stoumont) where you could have such a tipping point - which was by the way pretty realistic.

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