Hi gang
The end game rules make interesting reading.
Firstly p67 in the Army morale check section talks about an objective marker being needed if playing a scenario that uses one, I guess that's all standard games as p91 seems to make it an aspect of set up.
Now games will end when turns are exhausted but also when an army fails its Army Morale Check having lost 1/3 of your strength (Breakpoint), the chance of passing is harder (one fewer dice) if you are a defender and the attacker has control of the objective marker. An overrun objective point also casuses the defender to check Army Morale regardless of losses.
Iv'e seen similar random game end systems, you just don't need them, you have enough random component in combat and command. No need for another random layer on top.
Back to the rules, so if both armies get to Breakpoint and start checking Army Morale, the game is now decided on a coin flip. I can't see players who spend $big on figs and hours driving to a game enjoying that.
Indeed losses after Breakpoint not relevant excepting that it _may_ affect your ability to control the objective marker.
Once beyond Breakpoint your army becomes undead zombies - push them to any silly or suicidal or fudgy position to try to take / hold the objective and push the coinflip in your favour.
Here's a lark. Your army is dead, 100% lost for the purpose of example, but passes its Army morale check, the other guy at Breakpoint, say 33% lost, dices, fails, and gives victory to you with 100% losses.
Did I get all that right?
If so, I'd suggest that the Army Morale test only be taken at 1/3 losses (Breakpoint) and if your losses are greater than the enemy. And that the first side to reach 50% lost (or similar number) loses the game.
Regards
David b