As a followup to the last post, how would I balance a scenario between one very strong and one very weak opponent?

This can be tough. The very realism of Command means that it can handily create results similar to historical examples. If those results mean a crushing defeat for one side, so be-it?

There are ways around this. Here’s several, in a sort of order from my “least preferred” to most.

-Use the scoring system to take away extra points for the player when they lose a unit. This makes some sense in some circumstances, but doesn’t in others. I’m often hesitant because it can make some missions more luck-based (That missile rolled a one and hit your fighter, condemning you to only a minor victory)

-Give the player many objectives despite the resistance. This can work, but is a large effort for the scenario designer, and can turn into a slog.

-Make the opponent ahistorically strong. Rollback had a plot that couldn’t resolve this, but in other contexts it could work. A small handwave is often all that’s necessary to generate a much better challenge.

-Make the player side less strong. There are many ways to do this, but the easiest is to insist it’s an immediate crisis and those are the only forces in the area. Command is very good at showing that one squadron of F-15s are quite different from two squadrons backed by AWACS and jamming.

-Finally, make the player the weaker side. I love this concept, and should really have used it more often. While very tricky not to just turn into the Fighter Shot-Down Simulator, if it works, it works well.

_ _ _ _ _ _

All these can be used together to make a scenario more “balanced”.

 

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