I am trying to structure my co-op such that it has a finite duration, in terms of number of battles. I was tinkering with using a set number of 4 rounds (labeled as years) each with 3 preset (but unknown) pitched battles and a handful of skirmishes/sieges. All in all, I came up with around 18 battles total. Now, being a co-op game, the battles shouldn't take much to resolve as they are dice rolls against some preset (but unknown) numbers. There is no back-and-forth combat. Each battle is resolved with a set of 4 dice rolls for the players only (again, co-op). Resolution of the dice combat takes about 3-5 minutes each combat. Estimating on the high-side, that would take about 60-80 minutes of time if all the battles had to be fought.
Since that first idea, I have realized that the territory is historically accurate as being divided into 3 regions. My idea is now to simply stick with 12 battles...9 pitched battles and 3 skirmishes/sieges, evenly distributed amongst the regions. Does that sound like enough?
Does 13 battles (of which a majority of 7 need to be won) sound like enough combat?
This is a good question. The battles are extremely similar, because there is no real strategy other than deploying forces and hoping the dice rolls are in your favor. At the heart of this game is the economics of war--a fragile economy at that--which goes in most cases unseen by war games. That being said, there is a mechanism I have such that each battle is different in terms of the challenge of the victory conditions...just not tactical in any way. The dice are customized so that it should not feel like just rolling numbers game. In addition, I tie VP to the outcome of the battles as well (it is co-op, but I am including a competitive side to it for now).
If that sounds like it could get "samey" as you said, feel free to call it out.