Musing over the mass suicide charges prevalent in AB Games once an army hits it's break point - I'm wondering if (for AB Games/Tournaments) whether:
(a) Applying a modifier of +1 to the turn count FOR EACH UNIT lost subsequent to the turn the Army Break Point was reached/passed might prove a viable optional rule as a disincentive for excessively extreme attacks and charges? Thereby providing an incentive to try and minimise casualties on the near-defeated side while hanging in there hoping to break the opponent? e.g. I reach my break point on Turn 12 but pass the test, next turn my opponent destroys two more of my units, on my Turn 14 I treat it as Turn 16 because 14 + 2 lost units = 16. I lose another unit on my Turn 16 (assuming I passed on Turn 14) so now it's 16+3 = 19.
(b) Or alternately if you lose additional units after the turn you reached/passed your break point, if those losses occur in the opponents turn you must then also check your break chance in their turn as well for each turn this happens. i.e. you send in a suicide charge (that has 5% chance of breaking the enemy but 30% chance of your unit being destroyed), the combat is fought in the enemy's turn and they destroy your unit, you must now roll your Army Break Check in their Status Phase for losing a unit in their turn when at risk of breaking...
Would this make the 'end-game' play a bit more sensibly - or would either of these simply exacerbate it to a greater degree? Would it "add anything" to the game to be worth bothering with...?