I agree, Subo. In a f2f game you do not have the access to all the dice calculators and literally days to think about your move and play with the pieces on the board in privacy. (I don’t know about you guys, but I write down my moves then physically move the pieces around to see what it looks like before posting them. In f2f games this can give away the entire strategy!)
Honestly, if you are a superior player (this is not an indictment on your character or personality, just your game play) then holding your victory cities for the win shouldn’t pose a challenge to you. It may delay the game an extra turn, maybe two, so you can line up the extra units you’ll need.
However, if you are an inferior player (again, not an indictment on your character or personality, just your ability to play that specific game) then you won’t be able to steal a victory by suiciding your entire army and air force for all your powers on one territory to get that one unit there to win and preventing the other side from even getting a chance to kick you back out.
In real terms, did France surrender everything the instant Hitler rolled into Paris? No. They had a resistance that kept fighting. Same with Norway and some other states. Should Germany have been declared the winner of the world just because France fell for a brief time and the allies didn’t immediately liberate it on America’s “turn” to move? Of course not! That’s just silly!
Now, I realize this is a game, and as such, there needs to be a way to declare a winner without taking both enemy capitols just for the sheer reason that some players are so pig headed they’ll refuse to concede defeat even when reduced to one island nation with no navy.
That, in my humble opinion, is why there are Victory Cities. (The reduced numbers were probably added after the fact for those who want to play Axis and Allies in 30 minutes or so.) The idea was, if you get a significant amount of Victory Cities, say 9, then you should be in such a position that you are almost certainly going to win. I do not think the idea ever was:
“Oh crap, we’re getting our butts handed to us. Quick, America, if you attack S. Europe with everything in range, and kill all your fighters and bombers before that last tank, you have a 70% chance to win the game before Germany can move to kick you out!”
or
“Oh crap, America and England have a HUGE frakking army in E. Europe. But England failed to take W. Europe this time and we have barely enough firepower, if we suicide EVERYTHING Germany has except those few units that cannot reach and everything except that last tank from Japan to take Caucasus and get the 9th VC for a win, assuming the dice fall with average to above average results! Quick, Germany suicide your airforce, you need 4 hits so that I have a chance to take Caucasus with Japan!!!”
I cannot believe that was EVER the intent of Victory Cities. Not ever, never. They were NEVER intended to be used as get out of losing free cards. They were only intended to give a player with almost insurmountable odds of victory a way to say “game over, you’re losing, and it’s 1 am. If I don’t get home by 1:30 am, I won’t get sex and then I’ll really be pis*ed.”