Can we just pause for a second and consider how ridiculous the conditions for “Allied victory” are? Because honestly, they’re ridiculous!
Official:
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.
I mean consider this situation… say Allies control Berlin and Tokyo, but then Italy prevents the win? Or Allies somehow control Berlin and Tokyo and Rome, but somehow don’t control 1 original capital of their own? I mean when would that ever happen? Why even bother to write it down?
:-D
The way we should approach “Victory” in A&A under the current the VC system, is to think about it from the losing players perspective. In other words… At what point does it become unreasonable to expect the losing player to continue playing?
Right now I’d venture to bet that few people, among those who have clocked Allied wins in Global1940, have truly been winning under the game’s stated “Victory Conditions” for the Allies. The game is basically Axis concession, either Axis win or Axis decide they’ve lost, but there’s basically no good way for Allies to win outright. If you’re going to use the total number of VCs as the determining factor in scoring a Win, then I think the number should settle on something particularly climactic and decisive.
There are 6 Allied capitals, we might say 3 major capitals (London, Washington, Moscow) and 3 minor capitals (Paris, Sydney, Calcutta) along with 8 more VCs for a total of 14 VCs to start.
vs
3 Axis capitals, 2 major (Berlin and Tokyo) and 1 minor (Rome). Beyond this Axis hold only two VCs, meaning they have just 5 VCs in total.
Axis Victory is split by Theater, and probably too easy to achieve.
Allied Victory is Global, and requires an unreasonably masochistic axis opponent to play out to conclusion.
Neither of these Victory conditions is particularly climactic. I mean, say you just ignored VCs and Victory conditions altogether? Because that’s what many people do. Its not because the rules aren’t clear that people are ignoring them, its because the rules aren’t fun! They lead to this weirdly disjointed game where it doesn’t matter for Axis what’s happening on one side of the board, so long as things are going well on the other. That’s your Axis advantage right there! hehe Because for Allies, you have to manage the whole thing, not just one side of it. The way the OOB conditions are worded, Allies can only win by preventing the Axis from winning, which is weird.
Both sides need a viable way to win, and the board should be integrated.
One set number of VCs, for each side (Axis/Allies), counted on both sides of the game map (Europe/Pacific.)
The game just cries out for an HR like this. So I say why stop short, redraft the VC conditions for both sides. Not just for Japan in the Pacific, but both sides of the map, and for Allies too.