The Pub's description follows:
Are "play systems"Place of the offtopic, funny or interesting threads, discussions about history, politics, movies and other war games.
1) . . . off topic ? It doesn't much matter, does it ? I mean, the expression "Place of the offtopic" should take care of "things", right ?

2) . . . funny ? Perhaps. However this won't be my angle under this new topic.

3) . . . interesting ? Well, some newcomer to these forums might think so.

4) . . . connected to "history, politics, movies" ? As far as I'm concerned, I've absolutely no desire to enter into such discussions, even if tangentially relevant.

Key Reference
Wargames vs. Wargaming Interests
viewtopic.php?f=10&t=451#p6956
Other Wargaming Topics
[OPN] HexCode - Opinions
viewtopic.php?f=95&t=503
Chess & Wargaming: Musings & Angles
viewtopic.php?f=10&t=281
Content Design & Play Platforms
viewtopic.php?f=10&t=616
Historical Wargaming
viewtopic.php?f=10&t=451
The AH Blitzkrieg Connection
viewtopic.php?f=10&t=605
Introduction
From Father Time's Jurassic archives...
... my question is more general in nature and can apply to all PG games and other WW2 strategy games, as well.
In PG games, one scores a victory by seizing all designated victory hexes in a given number of turns. For the most part, victory hexes are cities; I've rarely seen one that is not. The balance of forces is not taken into account when granting victory to one side or the other. So, theoretically, it is possible to drop paratroopers on an empty victory hex and claim victory even though the surrounding hexes are all occupied by enemy units. This is an exaggeration, of course, but some victories are won by slipping a unit into the last enemy-held objective hex at the last minute.
However, this is not the main problem as I see it. The issue is that the defender can focus into turning his key cities (the victory ones) into fortresses. A setup of multiple artillery and air defense units, covering each other and lots of anti-tank guns and infantry makes the attacker's job a veritable nightmare. Taking the fortified victory locations one by one quickly turns into a grind; every scenario usually looks the same after breaking through the initial defending layout.
While, admittedly, some WW2 battles were just like that, the early Blitzkrieg victories were completely different. Real armies didn't "appreciate" being trapped in fortress cities, fighting to the last man; they were quite worried re: hostile encircling maneuvers and their communication (supply) lines being compromised.
I'm trying to come up with a radically different gameplay approach. My goal is to create a more dynamic battlefield in which maneuvers will have a more direct impact so that the gaming experience is not reduced to serially taking fortified cities, one after another.