So my experience running the Two Cities game, is that I don't think the type of scenario being run in either Two Cities or Mine Island is actually winnable for either team.
The fundamental scenario I'm describing is one that fits the following rules:
1) Two player teams competing directly against each other using an initial pop points allocation and getting a regular equal pop point income.
2) Teams able to spawn units from well defined strong defensive positions, which are more than 1 turns move apart.
3) Victory condition is either capture enemy spawn point or annihilate enemy forces.
The reason these are effectively unwinnable scenarios is that in both cases the closer one team gets towards it's goal, the weaker it's position gets in comparison to it's opponent.
Two Cities is better than Mine Island is this regard as it allows a team to win by capturing the other teams spawn point while that teams units are away from base. However it's not difficult for either team to make any assaults on their base camp a losing position for either side.
Unfortunately for Mine Island the multiple spawn points only compounds this problem. Unlike Two Cities where victory requires one team to wilfully over commit their forces away from base camp knowing that doing so puts them in danger of being defeated, the only viable approach that would allow you to win Mine Island, would be to reduce the enemy teams strength in one sided lossless engagements, until one side has an overwhelming unit advantage. The presence of critter stacks, traps and the sheer size of the map, versus the constraints imposed by scouting makes this a very difficult or at the least a very very long term position.
Obviously this isn't an issue for player versus GM scenarios, as the GM can craft the scenario to best make it work (either by ensuring the players have a long term pop point advantage or by giving them smaller more achievable goals).
So seeing as player versus player scenarios are fun, I think if we want to keep running them we need to find some new approaches to these games. I think the options worth exploring are this:
1)Fixed initial unit compositions and either zero or a capped amount of reinforcements points. Effectively this becomes a battle of attrition. This has two disadvantages: a) limited ability for exciting come backs (chances are the game will be effectively won once one side achieves a significant superiority of forces), b) makes game more defensive.
2)Make reinforcements points dependant on player action, e.g. RTS game tiberium style resource areas. So say players only gain pop points they earn from gems then find in the field*. In reality this is effectively a cap on the total number of points available to each team, but each team is competing for a share of that cap. The disadvantage of this is that the game quality is heavily dependant on the GM's ability to craft a balanced and fair scenario that forces teams into competition.
*Another approach would be to use the BfGB style of controlled hexes and design a new mechanic to define territory control.
3) Alternative win conditions that don't come down to defeating the other side directly, i.e. first team to hold a particular hex half way between the two sides spawn points for X number of turns wins (king of the hill style scenarios) or one team has to get a particular item from point A to point B, the other team have to capture the item and prevent the first team from reaching their goal.
So opinions?




