@CWO:
I’m going to take another crack at a subject that I’ve discussed a few times, which is is the subject of victory conditions.� As I’ve argued previously, I think that it’s a fundamental consideration to any game design process because it provides a central reference point for evaluating all the other elements of the game.� My feeling is that without such a reference point, one simply ends up with a collection of cool game mechanics that aren’t held together by anything coherent.
This is foundational to Axis&Allies and any redesign needs to start here and keep this in mind throughout the process. Otherwise we get what Marc very aptly points out: “cool mechanics held together by nothing [or little that is] coherent.” Well put.
The cool mechanics need to relate back to advancing your objectives in winning the game.
@CWO:
the Axis powers have to achieve such-and-such an objective by such-and-such a round of play; if they succeed, the Axis powers win; if they fail, the Allied powers win.� Ergo, we end up with a game that has a built-in time limit, or more correctly a built-in round limit. That was my first idea.� I didn’t really like it because although it has the virtue of being simple it has the defect of being simplistic.
It is somewhat simplistic and it does put a hard time limit on things (which honestly I have never liked), but it is possibly the most accurate way to simulate political and social fatigue in a game. A few hours among friends is fun. A few years of harrowing world war and bloody death and suffering is something else entirely.
@CWO:
Specifically, we need to look at what “winning the war” would have meant in realistic terms on both the German side and the Japanese side in WWII.
It would never have been feasible for Japan or Germany to conquer the world. I do not believe that was even the expressed intent of either one. The objectives described in the back of the 1940 Europe Rulebook for Global do a pretty good job of fundamentally describing the Axis motivations and goals for war.
Germany = Lebensraum: This sort of evolved into continental Europe domination but mainly consists of the ideologically and resource motivated takeover of Poland, Eastern Europe, Russia and the Caucasus extending to the Middle East. The only capital they really need to focus on is Moscow, though London is still an option for gameplay purposes.
Italy = Mare Nostrum: Mediterranean dominance and a revived Roman Empire. Even though the Roman Empire was huge during its time, in 1940 and in terms of A&A this is a relatively limited objective comprising the Med, Southern Europe and North Africa/the Mid East. With Germany’s help this is an achievable goal.
Japan = Greater East Asia Co-Prosperity Sphere: Just as racially motivated and subjugation-centric as Nazism, this is also a pretty specific and geographically limited goal. That stretch of geography is huge, but Japan was able to achieve its objectives about 75% complete by the time they really started losing the war. China was a problem that staggers the imagination and needs to be better represented in the game.
With the Axis having the initiative in the game, they should dictate the victory conditions. By that I mean, they are the ones with specific victory conditions that need to be reached. If the Allies can survive the early going and push the Axis back and assault their capitals, then the Allies win.
@CWO:
How could we define “winning conditions” for Germany in this context?� Physically overrunning Britain proved impossible because of the Channel and physically overrunning Russia proved impossible because of its sheer size, so we can rule out physical conquest as an indicator of victory.� The number two option then becomes getting Britain and Russia to quit.� All in all, however, Britain and the USSR were too strongly motivated to capitulate unless their resources were exhausted – and neither ever go to that point.� The number three option then becomes achieving a sustainable stalemate on each front.�
Good analysis. While sustainable stalemate is plausible, I don’t think that anyone wants that for a resolution in a boardgame. :wink:
@CWO:
if the Germans can achieve this on the game board, and can sustain it for long enough, they can be considered to have won by default because they’re holding on to their gains no matter how hard the Allies try to defeat them.�
Yes. Same for Japan. If a Turn Limit Victory is enacted, it should be on the Allies. A Turn Limit Victory for the Axis is somewhat redundant: if the Axis are not achieving their objectives over time the Allies will by design get bigger and harder to defeat and eventually begin to crush the Axis. This is already built into the game and IMO does not require a Turn Limit rule.
Actually, to avoid the hard Turn limit, I would propose that if the Axis achieve their objectives and can hold them for 2 Turns they can be said to have achieved victory by staving off the Allies and exhausting their will to continue to oppose them. Said Axis objectives do not necessarily include taking Ally capitals, but it could. I would go so far as to say that you could split the Axis victory… Japan and Germany(w/Italy) can achieve victory separate from one another. E.g. if Japan achieves objectives and holds for 2 turns, they have “won” and the war ends for them, even if Germany is still fighting. At that point the US and Britain could turn all their attention to Germany. How this would work out in gameplay I don’t really know.
@CWO:
I’m not going to analyze Japan’s situation in much detail because, frankly, I don’t think Japan ever had much of a chance to win.� In my opinion, Japan’s only realistic chance of achieving sustainable conquests in the Pacific and Southeast Asia would have been if it had done something that can’t be modeled into A&A (because it would distort the game too badly): attacking the British and Dutch colonial territories it wanted, but not going to war against the US.� Japan’s vague strategic hope was that the Americans would get tired of fighting a losing war against Japan, and would eventually sit down to negotiate a treaty that would allow Japan to keep its gains.� This hope would only have worked if Japan had left it up to the US to decide if it wanted to enter WWII, and thus if the US had gone to war without the powerful motivation and the sense of outrage that Pearl Harbor caused.�
This is an interesting and valid point, but I don’t know that attacking the US (or at least bringing them into the war against Japan) can be avoided in the game. To achieve their Greater-East Asia objective Japan must attack the UK. In the OOB political rules, Japan attacking the UK brings the US into the war against Japan, even if Japan does not attack the US directly. This rule should be preserved and would ensure that the US will always fight Japan.