Yes, interesting indeed! Next War is a dynamic scenario in that it can go so many different ways, with all the different events that are built in.
Couple thoughts as we are nearing the finish line:
I read today on some old TOAW blog that "Victory Points don't matter until the end." For me as NATO in this game, I tried valiantly to get enough VP to get beyond a draw, but NATO has just too much of a hard time of it, even w/ the Pact surrenders that happened. What I really need now is to get into Praha to get the Magyars to surrender, but that is beyond the realm of possibility at this point.
Down south, I forgot to dig in or do anything at all w/ the Italians on my turn 13 ... my mistake. Easy to forget those guys b/c of the focus on WG map. I'm not sure what the conditions are for an Italian surrender (occupation of Turin, maybe, for a dice roll?) but, in the spirit of beta testing, I would like to see the effects of an Italian surrender (e.g., just to make sure the Italians are withdrawn, and not the French LoL!!) if you get into Turin or whichever hex it is that triggers that event.
Another observation: seems like, b/c I managed to keep Pact to the East far enough and long enough, some events that should have triggered more NATO reinforcements seemed not to happen for me. That is, seems like if NATO keeps Pact at bay and far enough to the east, then NATO does not get some reinforcements. Some formations I sorely missed that I saw come into play in the Hot Seat Austrian play I did prior to this go:
more US Marines (beyond that 2d Marine that I do have), and
the US 101 Air Assault did not deploy ... I *really* could have used those guys in this play, and was counting on them from about turn 8, but ... they still have not shown up.
Seems like a double-edged sword in this one if NATO does even marginally well, then NATO reinforcements get ham strung. Which is OK, but only if it does not overbalance too much toward Pact.
Geting back to that adage about "VP do not count until the end of the game ... " I can foresee perhaps a way to "game" the NATO reinforcement schedule by keeping Pact back while it builds up steam with its (already) massive SSR districts, then going for a final blitz push in the last few turns with all its got.
That's a fair strategy, but (IMHO) might put NATO at too much of a disadvantage. Perhaps a timer also might alleviate that a bit, e.g., even if Event X does not trigger 101st Airborne, then timer triggers their deployment by turn 12 or 13? Just brainstorming, but I thought it might be worth considering.
Anyway, Comrade Larry: I am hard pressed to bring any more troops to Munich or Italy. I am beginning to think those areas are going to turn the tide in your favor. You are much closer to victory than I am at this point.
With only a few turns left, and being now in such dire straits, I may have to consider Operation Unthinkable (j/k :) that would cost me 100VP and those, I cannot spare. I thought that around turn 8 or so, I would have an easy victory, but you have shown that NATO has a much harder row to hoe than I thought.