Ps. Right now, what you get when you add a VC to the digital map, is just the generic star marker untitled. So in practical terms the more important thing to know is just which territories are involved. Barney suggested we try to avoid putting them in Pro-side territories, which is why Mosul was given the hefty objective bonus rather than the VT status. Similar with Caucasus. I thought I explained the rationale with Dakar, but maybe not clearly enough. Also some consideration was given to 1942.2 applications, to avoid reduplication. So in that game for example, Volgograd and Caucasus are the within the same tile, and one VT can service both the Stalingrad and Baku concept.
In general terms, I suppose you could say that I am still thinking about overall victory in terms of concession and economic advantage, more so than sudden death based on VT control. If only because I think that is the way many players haved played the game traditionally. So if these features of the map exist, I wanted them to work in service of the economic gameplay drivers. Not just to reinforce the objectives already in place, but to cover areas of the map not currently covered by specific objective bonuses. I think the logic there is pretty straight forward. The more VTs your team controls, the greater purchasing power you develop, based on Income and Progress Credits. And if you want sudden death then you can suggest a number by sides, but it’s not strictly necessary for this feature of the map to still have a major impact on the play pattern. And if you want to keep it more concession oriented instead of sudden death, you can still have a progressive bonus that kicks in once a particular number VTs is reached. That was the idea anyway
To keep it short and sweet, these are the basic answers I would give…
Which game (1942? 1940?) is being revised?
Both. This may seem like trying to do a lot at once, but if both games use related basic mechanics/features, it just makes sense to me to use similar approaches here for each. Just as an example, If the 1940 game is meant to include a timeline that reaches 1942 and beyond, then the 1940 game should have many of the same principle VCs that are used for a game set to open 1942. Even though the scale of the two boards is different, it is helpful to consider them both, so that you don’t end up with a lot of divergence or curious omissions when going from one to the other.
Tier 1: What are the victory conditions at their most fundamental level?
Concession or Sudden Death. While I think that there are definitely other options than these two, such as victory charts with specific goals by nation or hard limits by game round, if going on traditional A&A, those are the two we have seen. Concession or sudden death (whether based on VCs or total IPCs) is basically what we were given with Axis and Allies. Anything substantially different, and I’m not sure the gameplay would really be recognizeable.
Tier 2: What role do VCs play within the general system of victory conditions?
Providing an in-game economic advantage to the side which controls them. And to activate the sudden death condition if desired.
Tier 3: What should the actual list of VCs be?
Enough so that each area of the map (where the historical conflict occurred, or might sensibly have occured under alternate history imaginings) actually comes into play.
I know the answer to the Tier 1 Q, is probably not the most exciting from a major redesign standpoint. It is basically the same as OOB. But I am just trying to be somewhat realistic here, in terms of what would be broadly acceptable for a simplified war game like A&A. The goal here is rather modest, just finding a way to connect these features of the map to the rest of the game in a more meaningful way, so that they can shape the play pattern on an ongoing round-by-round basis, instead of only at the end and purely as an outside game resolution mechanism.