Based on some great feedback by eriochrome I’ve changed up the mission a bit. So, here’s v1.1 of the Attack and Defend mission. If you’re wondering it was the scoring method that has changed.
Attack and Defend
Secure the enemy’s deployment zone while defending your own.
At the end of each player turn you gain points for each condition you meet below:
* if no enemy scoring units are in your deployment zone
* if you have a scoring unit in your enemy’s deployment zone
The points vary based on what turn it is:
Turn #1: 1pt
Turn #2: 2pts
Turn #3: 3pts
Turn #4: 4pts
Turn #5: 5pts
Turn #6: 6pts
Turn #7: 7pts
IE: There are no enemy scoring units in my deployment zone at the end of my turn on turn #3 so I gain 3pts for that. I also have a scoring unit in my enemy’s deployment zone so I gain another 3pts for a total of 6pts.
Standard game length or time, whichever comes first.
Infiltrate, scout, deep strike, reserves, outflank, night fight turn #1
Massacre – 12 points or more than your opponent
Major – 8 points or more than your opponent
Minor – 4 points or more than your opponent
Draw – Any other condition
Battle Point Modifiers
+1 destroying all enemy Troops
+1 if all your Troops are alive
+1 if the enemy has no units left in their deployment zone
+1 if you have a Troop unit of your own in your deployment zone
+1 if the enemy never had a Troop unit in your deployment zone
The point differences for the type of win are a bit up in the air. I was running some numbers on what I thought would be a typical game and came up with that but no doubt play testing is going to be required to get a real feel for the numbers, which I’ll do tonight. Some numbers for consideration. These are the maximum possible points you could score:
Turn #5: 30pts
Turn #6: 42pts
Turn #7: 56pts
You could only score that much by those turns if you completely dominated the enemy by having a Troop in their deployment zone and none in yours the entire game.