I'm sorry, but these made me chuckle: "A hopeless German counterattack marks the end of the Normandy Campaign . . . Should you fail to return from this venture, I will say that it has been my honor to serve with you. Good luck Herr General, you're going to need it." Not exactly confidence-inspiring!
"Ach, my gout is acting up again. I am afraid I must leave the field. You are in charge, Herr Oberst. Nein, nein! There will be no way to get in touch with me. The army is yours to command. Auf Wiedersehen!"
So. Here is the first instance of the new "What does 'Scenario turn limit' mean, exactly?" rule:
Unless somebody comes along to negate what I showed in that thread and what Gabe confirmed, we need to keep this in mind: To use Gabe's words, "awarding secondary objectives at scen turn limit without the primaries being awarded only at the end also, makes no sense." Thinking positively about this "hopeless scenario,"
Wow, how many times have you used this sort of secondary objective design using "Scenario turn limit" with early-ending scenarios? Well, the question is moot. At least we will know what to look for in the future.
So how to design this type of thing where a condition must persist until the scenario ends, whenever it does, so that a reward may be given? Here's a suggestion; remember it's based on the objective being marked as competed to begin with, only to fail if more than 3 units are destroyed:
First, the fail trigger turns off the rewards trigger.
Second, the rewards trigger checks for the primary objective being completed.
Third, the rewards trigger is set for the same event that triggers the primary objective and ends the scenario; in this case, "Capture VP Event."
Let me post this now and go back over the previous scenarios to see if this situation has occurred therein.
