Global Victory Conditions MATH analysis

  • '18 '17

    If there are 241 IPC’s worth of territories (before NO’s), that would mean the Allies would be earning well over 200 IPC’s a turn.  No way the Axis could recover from that deficit.  That would mean another 50-70 IPC’s worth of NO’s as well.

  • '20 '19 '18

    @Navymule:

    If there are 241 IPC’s worth of territories (before NO’s), that would mean the Allies would be earning well over 200 IPC’s a turn.  No way the Axis could recover from that deficit.  That would mean another 50-70 IPC’s worth of NO’s as well.

    I wouldn’t think the Axis could recover, either, but I also wouldn’t say it’s impossible. The Allies begin the game with a 175-66 IPC advantage, but seem to lose more than half the time. Why does this happen?

    The short answer is that the Axis victory conditions are easier to achieve, in part because Axis income is concentrated in Germany and Japan. This allows the two main aggressors to develop strategy, purchase units needed to implement that strategy and get them to the front rapidly. Put another way, in the hands of an experienced player, the Axis have a very efficient military-industrial complex.

    On the other hand, the Allied IPC advantage, at least for the first 5-6 turns, is negated by the dispersal of those IPCs to every corner of the globe…and the Allies’ powerhouse must cross two oceans to join the fight. Until the US is fully engaged in battle, the Allied IPC advantage is virtually nonexistent.

    I could talk/write at length on the economics of G40, but I’ll jump to the key question: If the goal is to improve game balance by creating a new victory condition, wherein the Allies win if the number of Axis-controlled Victory Cities falls below X and the combined IPC value of Axis-controlled territories falls below Y, what are X and Y? In other words, what is the Axis’ “point of no return?”

Suggested Topics

Axis & Allies Boardgaming Custom Painted Miniatures

31

Online

17.0k

Users

39.3k

Topics

1.7m

Posts