This discussed GV-boredom was not something intended in the design of the scenario. One of the major goals was to allow action. That is why teh ride resources were increased from 4 rides to 5 rides... we just did not know how much losses would be suffered.. obviously we expected much more losses. The resources concept was also thought to help balance a possible over or under manned situation between sides.
The original concept was that capturing a V-base would require jabos (IL-2:s) to kill the acks and shore batteries and only then the tanks could roll in and fight the enemy tanks.
The first blow against this was that SBs did nto work, they were removed.
Then at some point the ack lethality was reduced so much that the tanks could pretty much just roll in.
Finally the homebase relocation rule prevented the withdrawing axis to move in proper bases on a pretty wide front so that there would be more fighting instead of capturing empty bases.
Had there been more GV losses, many players would probably have received more air time as well. Then again, maybe those GV losses would have made people feel bad... It is simply very difficult to find a proper balance.
Anyhow, the GVs were a MUST for this kind of scenario. They keep the fight at low and enable base captures. They were also required for the historical aspect. The fights and proper balance of time spent in GVs vs in air just did not get realized... partly because of setup and rule faults and partly because of leadership decisions (each unit always had at least 2 planes per player... but possibly bigger gv losses would have required rotaing units even during one frame).
I myself would have hated to see simply counting points (instead of land grabbing) e.g. for killing jabo targets in 4 predefined (strictly historical) terrain setups and fror killing enemy planes, and then announcing the results in the end like some sports season scores. In such scenarios the individual player has no idea what is going on and some trivial numbers as an end result are hardly satisfactory.
If this scenario is run again some day.. at least the the following issues have to be reconsidered:
- smaller ride resources.
- no free M3s.
- ack lethality (if 1.0 works at MA, why not in scenarios as well).
- more mobility for the defending side.. after all they have to react to attackers moves. Ability to withdraw teh homebases faster (further or even free)). Each defending unit could either have 2 GV homebases or each unit would be completely split into 2 smaller units (= same amount of units at both sides, but axis units have 1/2 strength).
- object downtimes, hardnesses, etc to suit and balance the above changes.
Still... I am glad that at least some people enjoyed the scenario.. or at least some moments of it