@LHoffman:
The way A&A frames the Pacific board is mostly accurate to reality. The material worth of small South-Central Pacific island chains is small. The strategic worth is only determined by the Japan’s own objectives and the USA’s opposing objectives and/or willingness to engage. The islands should not be framed as objectives in-and-of themselves because they aren’t what Japan was fighting for. They were a means to an end. With the clarity of purpose Japan has in A&A, it is no wonder that they simply don’t care about fighting in the Pacific ocean. Nothing there is worth fighting for. Even if island values were increased to incentivize attention, fighting the US over them doesn’t directly help win the game.
Japan’s stated and implied real-war objectives are decently conveyed in G40; mostly through NO bonuses. Where the game gets a little too simplistic is putting Japan and Germany on a co-equal level with the same objective of actively taking out all the Allies, especially the USSR. Such a grand objective was both beyond the capability and desire of Japan. In the cartoonish world of A&A, Japan actually doing those things is possible. Joining Japan’s fate to Germany necessitates a JCC almost every game because it is the easiest way to win. All the other objectives they hit in the process are either roadblocks they have to overcome or distractions. Japan can putz around in the Pacific and have themselves a nice little empire, but if the big 3 crack Germany, Japan loses too, no matter how well they played and how rich they became. Japan amassing cash in Asia and driving towards Moscow via JCC is easier and less risky than trying to cross the Pacific and attack the industrial giant USA. And clearly, attacking the UK where it hurts the most (England) is entirely out of the question because it is on the other side of the planet.
JCC is the logical choice. Barring revision of individual Axis Victory conditions, it always will be. Trying to refocus Japan-US combat to the Pacific by increasing island values will not work because it does not address Japan’s root motivation with its Axis partner. Attempting to replicate a historical PTO in A&A is admirable, but I don’t think it is realistic given OOB game structure.
Here is the actual victory conditions of Pacific 40.2:
Winning the Game
At the beginning of Japan’s turn, check to see if at least 6 victory cities have continuously been under Japan’s control since the end of Japan’s last turn. If that’s true, then check to see if 1 of the victory cities that Japan controls is Tokyo. If one of them is Tokyo, or if Japan liberates Tokyo by the end of the turn, Japan wins the game.
At the beginning of each Allied power’s turn, check to see if Tokyo has continuously been under Allied control since the end of that power’s last turn. If that’s true, then check to see if the Allies also control at least 1 Allied capital (Calcutta, Sydney, or San Francisco). If they do, or if the current power liberates an Allied capital by the end of the turn, the Allies win the game.
Here is the actual victory conditions of Europe 40.2:
Winning the Game
At the beginning of each Axis power’s turn, check to see if at least 8 victory cities have continuously been under Axis control since the end of that power’s last turn (they need not be the same 8 cities). If that’s true, then check to see if at least 1 of the victory cities that the Axis controls is an Axis capital (Berlin or Rome). If one of them is an Axis capital, or if the current power liberates one by the end of the turn, the Axis wins the game.
At the beginning of each Allied power’s turn, check to see if Berlin and Rome have continuously been under Allied control since the end of that power’s last turn. If that’s true, then check to see if the Allies also control at least 1 Allied capital (Washington, London, Paris, or Moscow). If they do, or if the current power liberates an Allied capital by the end of the turn, the Allies win the game.
Here is the actual victory conditions of Global 40.2:
How the War is Won
The Axis wins the game by controlling either any 8 victory cities on the Europe map or any 6 victory cities on the Pacific map for a complete round of play, as long as they control an Axis capital (Berlin, Rome, or Tokyo) at the end of that round.
The Allies win by controlling Berlin, Rome, and Tokyo for a complete round of play, as long as they control an Allied capital (Washington, London, Paris, or Moscow) at the end of that round.
Here is the actual victory conditions of 1942.2:
On the map are thirteen victory cities crucial to the war effort. As the game begins, Axis controls six of these cities while Allies controls seven of them. The Allies begin the game controlling Washington, London, Leningrad, Moscow, Calcutta, Honolulu and San Francisco. The Axis powers begin the game controlling Berlin, Paris, Rome, Shanghai, Manila, and Tokyo. The standard victory condition is if Axis controls nine (9) victory cities at the end of a complete round of play (after the completion of the U.S. turn), Axis win the war. Allies have to control ten (10) victory cities to win the war.
If you want to use the total victory condition, then after the completion of the U.S. turn, your side must control all thirteen (13) victory cities. Players must agree at the beginning of the game which victory condition will constitute a win. If no specific agreement is made, then nine (9) victory cities will be the standard victory condition.
STANDARD VICTORY 9 VCs for Axis, 10 for Allies
TOTAL VICTORY 13
I don’t have the 1942.2 errata and FAQ, so I slightly change the wording of rulebook.
The common ground is that Axis is not required to conquer Moscow. But, otherwise Germany/Italy must conquer London or Ottawa.
Victory conditions are based on number of VCs taken.
Europe 40.2 Axis VCs: Berlin, Rome, Warsaw
Allies VCs: Paris, London, Ottawa, Cairo, Washington, Moscow, Leningrad, Stalingrad.
Pacific 40.2 Axis VCs: Tokyo, Shanghai
Allies VCs: Calcutta, Hong Kong, Sydney, Manila, Honolulu, San Francisco.
Now, what would happen if G40 Japan receive 10 IPCs each turn to keep NAP with Russia (PTO map only show 9*1 IPC russian TTy)?
And all 5 Zero IPC japanese Islands worth 1 IPC. And all other zero IPC Allies Islands worth 1 each.
Does Japan would not be tempted to fight for the 6 VCs in PTO and let the money flow from Russian NAP?
I express the same idea with 1942.2, 5 or 6 IPCs bonus NAP for Japan.
With a few changes like cheaper boats and more viable C5 Strategic Bombers SBRs campaign, might not be impossible for Japan to weaken USA while grabbing money in China, SEAsia and even ANZAC TTies?
The idea is to not act as Axis victory condition is like Allies, which needs to grab Capital VCs, but only VCs.
What if Singapore (Malaya) and Wellington (New Zealand) are considered PTO VCs too, and 7 VCs now becomes the Axis victory conditions for Japan?
So, the VCs list would be:
Pacific 40.2 Axis VCs: Tokyo, Shanghai
Allies VCs: Calcutta, Hong Kong, Sydney, Manila, Singapore, Honolulu, Wellington and San Francisco.
For 1942.2 Victory conditions can also be considered per each Theatre or for the whole map (20 VCs):
Instead of 9 VCs for Axis, it needs 7 VCs to win but per theatre or 12 VCs as a whole:
Axis European 1942.2 VCs: Berlin, Rome, Paris, Warsaw
Allies Western VCs: Rio of Janeiro (Brazil), Washington, Ottawa (Canada), London, Cape Town (South Africa), Moscow, Leningrad, Stalingrad.
Axis Asian 1942.2 VCs: Tokyo, Shanghai, Manila,
Allies Eastern VCs: Calcutta, Sydney, Wellington (New Zealand), Honolulu, San Francisco.
Keeping the end of game round phase, it is possible to give for each VC 1 IPC and 2 IPCs for each conquered VC.
Germany would get 4 IPCs
Japan 3 IPCs
Russia 3 IPCs
UK 6 IPCs
USA 4 IPCs
While Allies Victory conditions might simply be capturing either Germany or Japan or 4 more Axis VCs from whole map (17 VCs out of 20).