da priest said:
Hmmm, sounds like a "designed" scenario with set limits, counters, etc., sorta like those 1000+ scenarios we already have. :cheeky:
Played very few DYOs, guy that picked the most flame weapons usually won. :bandit:
The thread is about DYO ASL. You didn't specify that you weren't playing ASL DYO, so it is a natural assumption to make that you were -- maybe you were confused and thought we were discussing Panzer Leader/Blitz? And if you weren't why did you bother posting in a thread about ASL DYO?
As for choosing platoon vs. platoon, etc. that is certainly possibly within the DYO system. All the official DYO system specifies is the actual purchasing of forces. It is silent as to scenario design, weather conditions, victory conditions, nationalities involved, etc. So to a large extent all DYO is "homegrown" -- both players have to agree on the conditions of battle.
What VCs are specified in the DYO rules? Please give rule #. A26 is the only discussion about VCs that might pertain to DYO. Again, both players have to agree to VCs even before they purchase forces. I'm not sure how you can say they suck. They are totally up in the air for the players to decide. Perhaps you have spent too much time :argh: -- it seems to have affected your logic.
On anther note: One major point about DYO, it is all about having fun and falls more toward the simulation part of the spectrum. The whole fun of DYO is designing your OB. It isn't designed for competitive play as there are too many things that aren't nailed down. To use DYO in competitive play, you really need a third party to create the design boundaries. Thus we have RB, KGP, PB, ABtF, BRT, etc.
If you are a Goal-oriented player then DYO is not for you. If you are a Process gamer then DYO is great. DYO is not about wining -- it is about style. DYO is great for historical 'What ifs'; Patton's War, Invasion of Japan, US takes Berlin instead of USSR, etc.