jon.wolf wrote:Making a blanket rule that essentially removes wipeout is rewriting the game. Having objectives that are accomplished through the course of the game and are independent of wipeout are good. Just my opinion, of course.
Jon - this is the problem with that logic. Writing different missions is "rewriting the game". Using different deployment options beyond the book is "rewriting the game". Using different and unique scenario rules is "rewriting the game".
If you want a blatant deviation - go to the ENDING THE GAME rules in the main rule book. A large majority of event organizers that I know deviate from the 3+ to go to turn 6 and 4+ to go to turn 7. All tournament organizers do this and therefore "rewrite the game".
The missions, scenario rules, deployment and more are customized more for tournament play. Removal of the wipeout rule is also a customization that will actually put a general's skills as an army builder and a battle field tactician to the ultimate test in tournament play. It will make you focus on how you apply your entire force. It's a great enforcer of army balance beyond any mission special conditions that anyone can develop.
Side Note: I do agree that we should post this in advance if Wipeout conditions are changed.