AARHE: Phase 2: National victory conditions


  • I just realise we didn’t fill all gaps in our stalinist xeno and axis rule

    so what happens after moscow is captured? all three allies can liberate each other’s territories?
    why should Stalin be killed/captured if Moscow falls?

    what is USSR’s national victory condition suppose to model? communism or just national power?
    maybe if your capital was captured at least once you don’t get a national victory how ever well you go later in the game?
    but that would destroy the diplomacy aspect with the player no longer working towards a national victory condition…
    or new national victory condition after capital has fallen? :-D
    or for some situation realism wise that player should be knocked out work :-D or maybe work towards allies goal as their new national victory condition…

    ah…all fiction here


  • so what happens after moscow is captured? all three allies can liberate each other’s territories?
    why should Stalin be killed/captured if Moscow falls?

    Once all of the Soviet players factories falls the western allies can be allowed to “liberate former Soviet territories” and land troops. It is considered that Stalin has been liquidated by the new government. A nation falls only when its Industrial factories are taken. Losing a Capital only loses the income. You still fight on untill the last factory is captured.

    what is USSR’s national victory condition suppose to model? communism or just national power?

    ++++ the directives of Stalin’s regime… communism and its ability to force other nations to adopt it.

  • 2007 AAR League

    He also wanted to extablish a war-time economy, undercut the other allies, purge russia of dissent…

  • Moderator

    Soviet Control of Cities, regardless of where they are (especially big ones) are their goal…


  • Adonai:

    i sent you an email do you like the new player aid? I sent you an example of the Soviet card

  • 2007 AAR League

    I got the e-mail. They look great… is that what you want me to do with the National Victory Conditions?


  • what do you mean Adonai?
    how i snational victory condition related to the play aid

    yeah Imperious I had a look at it
    I would prefer a version with a “cleaner” background like revised so its easier to read
    but this minor stuff, background is very interchangable


  • They look great… is that what you want me to do with the National Victory Conditions?

    ++++ ill send you an email with 6 colums of tables. you can use them.

  • Moderator

    It would be interesting if you had to roll for “diplomatic” control if you are certain countries (Germany, Russia, Italy in particular…)

    That would expand our ability to make Victory Conditions…

    GG


  • oh I see now
    you wanna put national victory condition onto the player aid card

    so thats why there was big space in the buttom right corner
    (OOB setup/units section took the whole right section…how it only takes top right)


  • Yea thats the idea… its not really finished but each nation will have its victory chart handy.

    I dont think the text is blurry from the pictures. they work well, but i can make the pictures even less visable.


  • actually, doesn’t matter about the background
    as long as all the cards have a similar style!

    so each power’s player aid has their own backgrounds
    but all tech chart, battle board, income, etc should have similar background and colours

    like in OOB they were all red and dark blueish


    another thing
    it be nice if colour scheme remains for each power’s
    *player aid
    *game piece
    *game board territories


  • so each power’s player aid has their own backgrounds
    but all tech chart, battle board, income, etc should have similar background and colours

    ++++ Their will be one tech chart for each team. The battleboard looks like 2nd edition ( revised looks like crap), I will add some color to the player sheets. Ill make the common player aids have the same feel in terms of graphics and colors, while the nation player cards are more specific but similiar in form.

    like in OOB they were all red and dark blueish


    another thing
    it be nice if colour scheme remains for each power’s
    *player aid
    *game piece
    *game board territories

    ++++ yes the nations color will match ill add more color.


  • how close are we to finishing national victory conditions?

    if far, lets put in a little something (in words rather than points) and wrap up phase 2 for playing testing?


  • I am waiting on Adonai to furnish a proper table. i stll need to send him something he said he needed. ill do that now.

  • 2007 AAR League

    I’m waiting on Imperial Leader to send me what I need  :-)


  • can you give us a preview (in words) of the current solution?
    I am excited

    eg.
    Germany: Increase IPC by X
    Italy: Control all territories adjacent to Med. Sea
    Japan: Pacific dominance, maintain control of Manchuria
    USSR: Control Eastern Europe
    UK: US/UK liberate Western Europe, maintain control of Commonwealth dominions
    US: Pacific dominance

  • 2007 AAR League

    Sure. First off, here are the nation specific goals.

    National Victory Points (NVPs):

    America:

    Revenge for Pearl Harbour ~ Destroy 200 IPCs worth of Japanese units = 10 NVPs
    Defend your ally ~ Prevent the Axis from capturing Great Britain = 5 NVPs
    Maintain voter support ~ Never lose more than 75 IPCs worth of units during a turn = 5 NVPs
    Achieve technological superiority ~ Gain 1 NVP for every technology researched before the Axis and Russia = Maximum of 5 NVPs
    Race to Berlin ~ Capture Germany before Russia or the United Kingdom = 10 NVPs
    Undercut Stalin ~ Do not allow Russia to gain more than 65 NVPs = 5 NVPs
    The battle with communism ~ Moscow must be captured by the Axis = 10 NVPs

    Russia:

    Build war-time economy ~ Double your income = 10 NVPs
    Race to Berlin ~ Capture Germany before America or the United Kingdom = 10 NVPs
    Protect heavy industry ~ Never let your income fall below 14 IPCs = 5 NVPs
    Defend the Motherland ~ Do not allow the Axis to capture Moscow = 10 NVPs
    The battle with capitalism ~ Great Britain must be captured by the Axis = 10 NVPs
    Undermine the imperialists ~ Do not allow the United Kingdom or America to gain more than 65 NVPs = 5 NVPs

    United Kingdom:

    Preserve and strengthen your colonial empire ~ End the game in control of all areas you started with and at least seven new territories = 10 NVPs
    Race to Berlin ~ Capture Germany before America or Russia = 10 NVPs
    The battle with Communism ~ Moscow must be captured by the Axis = 10 NVPs
    Liberate France ~ Capture Western Europe = 5 NVPs
    Battle for Britain ~ Do not allow Great Britain to be occupied by the Axis = 10 NVPs
    Maintain military might ~ The total value of the units under your control at the end of the game must be at least 300 IPCs = 5 NVPs

    Italy:

    Establish new Roman empire ~ Control, or have 20 IPCs worth of units in all African territories, Southern and Western Europe, Ukraine, the Balkans, Germany, Spain, Gibraltar, Great Britain, and Trans-Jordan = 20 NVPs
    Remain an important part of the Tripartite Pact ~ Territories under your control must always be worth at least 1/3 of Germany’s production value = 10 NVPs
    Control the Mediterranean ~ Occupy Gibraltar and the Suez Canal. The IPC value of your naval and air units in Sea Zones 12 to 16 must be at least double that of the Allies = 10 NVPs
    Defend Italy ~ Do not allow the Allies to capture Southern Europe = 10 NVPs

    Germany:
    Crush the Red army ~ Destroy 300 IPCs worth of Russian units and/or capture Moscow = 10 NVPs
    Establish the Third Reich ~ The total IPC production value of territories under your control at the end of the game must be at least 50% of total production = 15 NVPs
    Operation Sealion ~ Capture Great Britain = 10 NVPs
    Defend the Fatherland ~ Do not allow the Allies to capture Germany = 10 NVPs
    Strengthen the German war machine  ~ The total value of all units under your control at the end of the game must be at least 500 IPCs = 5 NVPs

    Japan:
    Imperialism ~ Increase your IPC production by 150% (to 75 IPCs) = 10 NVPs
    Establish Co-East Asian Prosperity Sphere of Influence ~ control all home territories plus Chinese Territories, All Islands, Australia, New Zealand, Hawaii, Midway, and India.
    = 15 NVPs
    Become a superpower ~ At the end of the game your IPC production must be 10% higher than Germany’s = 10 NVPs
    Replenish oil resources ~ Capture Anglo-Egypt, Trans-Jordan, and Persia = 5 NVPs
    Strengthen the Imperial Japanese Navy ~ Naval units and air units on carriers under your control at the end of the game must be worth a total of at least 225 IPCs, and you must of destroyed at least 100 IPCs worth of American naval units = 10 NVPs

    This means that each country can gain 50 NVPs by completing their objectives. They can also gain an additional 50 NVPs each by controling individual territories. I will send the updated graphs to Imperial Leader today as soon as they are done. Since I’m doing them individually, I should be able to post them here with little confusion.

    Anyway; 50 NVPs by accomplishing the above goals, plus 50 NVPs through individual territories. Note that the conditions for each side puts them against their allies, hopefully creating more strife and diplomacy inside the two sides  :-D

    Please read and review.

  • Moderator

    Wow, quite extensive…

    I think Mantain Voter Support will be a little hard to “quantify” due to possible enemy losses…

    GG

  • 2007 AAR League

    I realize it’s quite… big, but I wanted something fun, that would make players think about themselves as well as their team.

    75 IPCs is approximately 25 infantry units… if America had lost that many men in a few months…

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