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Honestly, I don't feel like this really adheres to the Growth theme.  Continual reinforcements don't really feel like growth to me.  The rules do an excellent job of modeling the situation.  The intro blurb should pick one or the other system and describe the situation instead of giving options for both.  Missions live and die on theming.  Lastly, by the rules as written, it's possible to end the game with only 1 Victory Point, if no units are fully destroyed and one player holds the objective the whole game.  That feels unsatisfying to me (big numbers go brrrrr).  Perhaps give the army in control of the objective 1 VP/round, instead of only gaining a VP when siezed.