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    Topics created by UrJohn

    • U

      Europe 42 and Pacific 42

      House Rules
      • • • UrJohn
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      YelraeY

      Agreed. When the experienced player took axis it was over quickly, but the second game the experienced player took allies and it became a much longer game. I will give this a go again soon.

      If anyone attempts this please post your thoughts on balancing the board.

    • U

      Proposed Victory City Rules to Make Each VC Matter

      Axis & Allies 1942 2nd Edition
      • • • UrJohn
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      HobbesH

      @UrJohn:

      I have read some criticism of the standard 9/10 VC victory condition, and it made me think about the victory cities.

      Here’s what I came up with:
      –The VCs don’t matter at all unless it’s the 9th for the Axis or 10th for the Allies for the standard victory or unless it’s the 13th one for the total victory. The IPCs, Industrial Complexes, and Capitals attached to the spaces matter, but the VCs themselves don’t.
      –That last VC means everything.
      –Players don’t necessarily worry about every single VC. Whereas, in the real war, both sides were majorly concerned with protecting all of those cities that belonged to their sides.
      –Players will sometimes make otherwise ridiculous attacks on a VC when success in the attack automatically wins the game.

      VCs on the 1st Edition of the game were useless, no one plays for the all-VC victory and the Axis could only get the 9 VC by conquering Russia, which pretty much meant game over since the Allies would concede at that point.
      But on 2nd Edition, with Honolulu as VC the scenario completely changes for Axis. If the Axis retain Berlin, Paris, Rome, Tokyo, Shanghai and Manila, while conquering Honolulu, Calcutta and Leningrad at the end of the US turn, they win without having to conquer Moscow. This makes the 9 VC scenario a lot more attractive for Axis - specially when the Allies go KGF and leave Honolulu up for Japan to grab.
      And you need to worry about all the VCs - otherwise the US can land and liberate one for a single turn and deny the Axis victory.

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