ORIGINAL: Curtis Lemay
2. You randomly suffer a Force Proficency Check failure. This is an important feature that somewhat counters some of the IGOUGO issues. It must be retained.
Yeah -- but the difficulty is that one is still penalized for mounting minor attacks. Let's suppose I've got a wave of assaults I could make with none of the turn gone, a secondary attack I could launch at 40%, and a couple of fairly important ones to make that will use 80% of the turn.
I'd be crazy to launch the 40% attack without launching the 80% attacks simultaneously. This is the problem with the system. Since the effects are universal, you can't risk that attack with Ski Battalion 39. It might halt Panzer Group Kleist down in the Ukraine -- simply because the check will be carried out.
So while I certainly appreciate the need for early turn ending, I don't think it works to make the effect universal -- whether you see it as coming from one combat or as coming from a general check. The simple fact that one will risk undergoing the check if one makes a given attack suffices to produce unreasonable disincentives to attack.
One could say that I in fact don't want true early turn ending. What I want is for the turn to end for specific areas of the front.
3. One of your attacks lasts longer than expected and burns up most of the turn. This is the only one that is controversial. Note that we've already added one feature to address it: Max Rounds Per Battle (MRPB) - set in the editor. For further addressing it check out item 1.15 in the wishlist (an idea from Rhinobones):
1.15 Multiple round combats placed in “engaged” mode while other units are allowed to finish movement (but still subject to Force Proficiency check).
That's a rather good idea -- assuming it's practical to program. However, note that if it is implemented, the likelihood of other forms of turn ending should be increased.