Thanks for making this video.
Since we are talking houserule, why not try to add a Szechwan VC (Chongqing) too?
Or considering capture of all Burma road TTs, except India (Burma, Yunnan and Szechwan) as 1 VC.
So, you get an additional way for Japan to boost up total of points for Axis making 13 VCs more within Axis grasp without giving an easier winning ticket with 12 VCs (7 ETO + 5 PTO, or 8 ETO + 4 PTO).
In addition, as Shadowhawk put it in the post quoted below:
13 VCs means that basically the Allies only have to stop the Axis on 1 board in order to win.
Eventually, maybe Wellington might count as an another VC, since ANZAC is not only Australia. This is at least politically accurate for New Zealand Capital City.
So 13 VCs globally might be more workable by Axis on both sides. And make Allies having to work both theaters.
19 VCs:
11 ETOs
8 PTOs
With 21 VCs (+Chongqing and Wellington):
11 ETOs
1- Washington (20)
2- Ottawa (2)
3- London (6)
4- Paris (4)
5- Berlin (5)
6- Warsaw (2)
7- Rome (3)
8- Cairo (2)
9- Leningrad (2)
10- Moscow (3)
11- Stalingrad (2)
10 PTOs
1- Tokyo (8 )
2- Shanghai (3)
3- Hong Kong (3)
4- Manilla (2)
5- Calcutta (3)
6- Sydney (2)
7- Honolulu (1)
8- Los Angeles (10)
9- Chongqing (1)
10- Wellington (2)
If Chongqing is too easy, just adding Wellington might provide an interesting challenge for Japan to help Axis win when European side is an harder challenge because US put major resources against Germany.
What do you think of this other one?
@variance:
Victory Points.
Each victory city is valued at the IPC value of its territory. At the end of each power’s turn, add up the total IPC value of all Axis controlled territories that contain victory cities. The Axis win the game if the total is 40 or greater for one complete round of play. The Allies win the game if the total is 20 or lower for one complete round of play.
@variance:
Here are some implications for this rule. First, let’s assume that in most games the following cities are fairly easy for the axis to get:
Germany ($5)
Poland (2)
France (4)
South Italy (3)
Novgorod (2)
Volgograd (2)
Japan (8 )
Kiangsu (3)
Kwangtung (3)
Philippines (2)
The total value of those cities is 34.
Now let’s also assume that in most games these cities are near impossible to get:
New South Wales (2)
Ontario (2)
East USA (20)
West USA (10)
That leaves the following cities available to the axis to try and get the remaining 6 points they need to reach 40 (assuming they actually hold all the easy ones listed above):
India (3)
Russia (3)
Hawaii (1)
Egypt (2)
UK (6)
With this rule in place, probably the easiest and fastest way for the axis to win would be a combo of India crush and rush Russia. BUT if the allies do everything possible to maxx defend India (not Cairo), then Japan may suffer heavy enough losses taking it that their other gains may be unsustainable in the long term. Other combinations might work out more or less like a standard game with a lot riding on Hawaii and/or Cairo. Also notice how London is worth 6 versus the 4 you get for Leningrad and Stalingrad, so sealion threat and sealion defense should be top priorities.
For the allies to win they should basically need to reduce the axis to something like Tokyo, Berlin, and 2 other cities. At that point it would be hard to imagine an axis recovery, but that point could be reached many hours before actually losing all 3 capitols. So games would end with an actual victory for one side or the other; not just one side giving up.
This is another idea coming from a different thread:
@Stonewall:
Here are my thoughts on what could make victory conditions a bit better…
As said earlier, Axis must win one of two ways,
Either take 8 VCs on the Europe map and control at least 4 (more than half) on the pacific board, or…
Take 6 VCs on the pacific map and control at least 5 (more than half) on the europe board.
The Allies must win one of two ways,
Either take Berlin and Rome on the Europe map and limit the pacific Axis to no more than 3 (half of what they need) VCs, or…
Take Tokyo on the pacific map and limit the Europe Axis to no more than 4 (half of what they need) VCs.
So basically what this means is that to win you must completely rule one side and have the slight advantage on the other… Hope this helps!