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    ryant628

    @ryant628

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    Best posts made by ryant628

    • 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!

      posted in Axis & Allies 1942 2nd Edition
      R
      ryant628

    Latest posts made by ryant628

    • Axis and Allies 1942 Second Edition: Alternate Victory Conditions To Keep the Game Organic and Short! (or at least timed...) 1942 Second Edition

      Okay so I love Axis and Allies, and 1942 Second Edition is my absolute favorite! There are a couple problems though. One, the game is long. That goes without saying. Usually the Axis must win during turns 6-8 otherwise it becomes hopeless against the allies, yet the game can continue to stretch to 12 or more turns until the Allies achieve victory even though it is hopeless for the Axis. Second, many veteran players will tell you, the OPTIMAL way for the Allies to win is to commit to a KGF or KJF strategy (Kill Germany First or Kill Japan First respectively) to win the game for the allies. For the Axis, it is the Moscow pincer. The math and mechanics of the game essentially dictate the strategy. My personal problem with this is that takes away the spirit of the game as a World War 2 simulation. I mean, in World War 2 the US could not simply ignore Japan and commit 100% of its economy to fighting Germany. So I started exploring a few new ways to shorten the game length as well as keep gameplay and strategy more organic. I would love to hear the communities thoughts on these!

      Time Limit: The game is capped at 7 turns. The game ends regardless of board state at the end of the USA’s turn 7.

      Immediate Victory

      Axis: Control 9 Victory Cities, INCLUDING one of the following (Moscow, London, Washington, or Calcutta) at the end of USA’s turn.

      Allies: Control 10 Victory Cities (including Berlin or Tokyo) this wins ONLY if the Axis has not achieved the below economic victory conditions in which case the game continues until the end of Turn 7.

      OR if the Allies hold 11 total Victory Cities at the end of USA’s turn, this triggers a win no matter what.

      Once the Time Limit Expires:

      Economic Victory For the Axis If no one has achieved the above victory conditions by the end of the US turn on Round 7, the Axis win if:

      Germany has an income of 50+ IPCs

      OR Japan has income of 42+ IPCs

      OR their Combined Total is 92+ IPCs.

      Containment Victory For the Allies
      If none of the above economic conditions are met at the end of USA’s Turn 7, the Allies win. They have successfully contained the Axis powers and liberated/protected major portions of the World, and would no doubt go on to win the war.

      My justifications. These new objectives force the Axis to not only play for objectives, but to also commit to other campaigns. Germany will have to work hard to protect Europe, Win the Africa Campaign, and fight to take Russia’s territory. Japan will have a vested interest in protecting it’s Pacific islands while also consolidating the mainland.

      For the Allies, USA cannot afford to ignore Japan, it will have to work hard in the South Pacific and main land Asia. The UK also cannot afford to lose Africa. So if the Allies attempt a KGF strategy and it is successful by turn 6, but Japan has ran away to 45+ IPC’s (super easy to do when Japan is ignored) then the Allies have until the end of Turn 7 to contain Japan and take away enough territory to get its income below 42.

      Again, my desire is to make the game feel more like World War 2 and keep strategy organic and interesting. Avoid the KGF and KJF strategies, and keep the game timed. I would love to hear some thoughts and possible suggestions for these new victory conditions!

      posted in Axis & Allies 1942 2nd Edition
      R
      ryant628
    • 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!

      posted in Axis & Allies 1942 2nd Edition
      R
      ryant628