It's damned if you do, damned if you don't for me when creating scenarios:
-I can make a scenario fairly short, with strict (but historical) victory conditions. Some people will like the challenge, others will be disappointed because they feel it plays like a puzzle.
-I can make a scenario longer, where every additional turns gives the player sort of an exponential advantage over the AI, as the AI has a fixed historical number of units and after the opening turns many of them will be gone or in a location where they can't be of much help. The scenario will play a bit less like a puzzle due to the player having more units and more options, but it will also be much more difficult to balance.
It's easy to forget that UoC isn't a game like Panzer Corps where units can magically appear all the time, as UoC uses a mostly historical OOB.
Most of the operations covered in Black Turn were historically also more difficult at the start than near the end. The Soviets in 1941, like the Germans in 1944-1945, had few immediately available operational reserves after the initial disasters. 4-5 fresh Rifle divisions won't stop a Panzer Group.
< Message edited by ComradeP -- 12/19/2013 10:30:00 AM >
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer