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I wish to make DBP a fast playing tournament game. I will introduce a make or break system. The Viet Minh places a regiment order marker on a French strongpoint. That regiment is now ordered to continue its assault until that strongpoint is reached and conquered. While reaching it, the regiment will suffer two consequences of its assault as well as battle results (in addition to losses). The consequences are fatigue and distress. The assault will continue with movement and fighting until the order marker is reached or the units reatreat - make or break.
After each movement and assault a unit gets increasingly tired until it gets exhausted (two sides of a marker). The more tired it gets the lower its effectiveness is. After each fighting, results of distress may accumulate. First is gets disrupted and then eventually shaken (again, two sides of a marker). So a unit that starts fresh will eventually end up both exhausted and shaken, but still able to fight though.
Along the way it might also get a battle result as surpressed, which will stop an assault. A regiment can continue until the steam blows off and hopefully it will have reached its objective before its battalions receive retreat results, perhaps due to their increasingly poor status.
The trick is to know how far in among the French the Viet Minh should place the order markers. To far in the units might not be able to reach it and take unnecessary losses in the process of their struggle to get there. Also, failure is not good for morale. Not far in enough, the gains might not be that impressive and, who knows, maybe you could have taken that extra strongpoint also. And, of course, success is good for morale.