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Alternate Victory Conditions for 1942 2nd Edition?


  • I absolutely love this game, but it has one problem. When you have played a lot and start to learn about the mechanics of the game it usually devolves pretty quickly. We all know the OPTIMAL way to play the game is typically the Allies commit to a KGF or KJF strategy. Germany and Japan rush to pincer the USSR and the game quickly morphs into these tournament standards. I am wondering if anyone has any alternative victory conditions they like to use for this game? Something to ideally make the game shorter and make it feel more like World War 2.

    Some of my thoughts were cap the game at 7 or 8 turns (this is usually about the time the Axis needs to win anyways, and maybe tweak the victory conditions? For instance, for the Axis to win they must hold 9 victory cities, but one of them needs to be a capital (Moscow, London, Washington), and the allies need to do the same? But maybe add the caveat that if either one of the Axis powers has a certain number of IPC’s after the turn counter expires the Axis wins? My idea here is I don’t want the USA player to be able to just completely ignore Japan and focus 100% of their economy on Germany. Say the allies committed to a KGF strategy, and meanwhile Japan ran away to 42+ IPC’s. In a real world simulation this would mean Japan’s empire has become unstoppable so the Axis should win.

    Anyways, I would love to hear what everyone thinks and would be excited to hear about any alternate victory condition ideas to keep the game from dragging into 10 hours and also induce more organic gameplay!


  • @ryant628 A neat way I occasionally play my games is by replacing global victory cities with National Objective Territories (NOT).

    This has a nation clear at least (5/6 for Axis, 4/5 for Allies) territories on a checklist at the end of a turn for victory. Now, if an ally occupies a territory on another nations checklist, it still goes to the nation(s) that have it on the checklist (Example 1: Japan takes Moscow. Seeing how Germany has that territory on their list but Japan doesn’t, only Germany crosses it off its list. Example 2: Britain captures France. Both Britain & America may check it off as both nations have it on their list). No matter the state of other alliance members, if one nation achieves their goals, the entire team wins. This addresses your concern of nations not focusing on certain theaters, while also making the game shorter. While I haven’t done this for AA1942SE, I have done this for Anniversary & Revised, so I can just translate those conditions over to this game. Here are the victory territories for each nation using this game as a base:

    Soviet Union: Finland, Ukraine S.S.R., Poland, Germany, Manchuria
    Germany: Moscow, Archangel, Caucasus, United Kingdom, Egypt, Union of South Africa
    Britain: Western Europe, Norway, Libya, Italy, French Indochina-Thailand
    Japan: Yakut S.S.R., India, Australia, Szechwan, Hawaiian Islands, Western United States
    America: Western Europe, Algeria, Germany, Solomon Islands, Japan

    Hopefully this works out for you! Also,

    But maybe add the caveat that if either one of the Axis powers has a certain number of IPC’s after the turn counter expires the Axis wins?

    This actually describes an Axis victory method called Economic Victory in other games where the Axis have more collective IPCS on the board than the Allies at the end of a turn. Trying this should also help shorten games a bit.

    Hope this helps! :D

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