id: objectives title: What winning means, and what to do when it stops being available status: blocked dependsOn: [tactics] exitCriterion: > A losing force switches to preserving what it has, does so on a stated threshold rather than a guess, and does not oscillate across that threshold. #
objectives #
An objective is what the side is currently trying to do. It is the utility
function, not a constraint list: under WinOnBattleValue a withdrawal is
terrible, and under PreserveByRouting an advance is. The same tactics are legal
either way; what changes is what they are worth.
That distinction is load-bearing. A TaskOverride removes options from a set
after they are scored. An objective changes the scoring. Collapsing the two
loses the difference between "forbidden" and "bad".
Absent objectives, Engage is the whole game and half the tactic vocabulary is
unreachable - which is the state today.
Two to start #
WinOnBattleValue- the current victory rule. MakesRetreatunreachable,Repositionnearly so, andScreenunavailable to a side with only one force.PreserveByRouting- reached when the match is lost. AdmitsRetreat,Reposition,Screenabove one force, andBreak, which is how a disengagement survives: losing line of sight is what buys the turn in which withdrawing is not fatal.
Break sits in both sets, which is right - breaking contact serves winning and
losing equally.
Scenario-derived objectives, later #
MegaMek already carries this. MMS V2 has per-player victory: conditions and
composable triggers, and UnitPositionTrigger is literally an extraction
objective. None of our maps declare one yet, so the objective layer cannot be
exercised beyond the two above.