AARHE: Phase 2: National victory conditions


  • 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…

  • Moderator

    True, but if they had wiped out an equivelant amount of Japanese units (half there army) then the loss could be justified, especially if they gained ground…

    GG

  • 2007 AAR League

    Would the American people still have been suportive of the administration etc? IMO, likely not.


  • Yeah thats interesting.
    Although it was too late. Once congress gave the US president the go he had war powers no?

    I also think the list is a bit extensive! I was expecting like 2 goals per player.

    At first I thought…come on you only need the most important goals. It doens’t mattter how it is achieved.

    By then when I thought about it, this lets you gain national victory thru different ways. And thats good too.

  • 2007 AAR League

    Perhaps it is quite big - but as I said before, it gets players thinking about another possibility. It should help to keep the game interesting even when you know you’re going to win.

    Charts will be up soon with territory NVP values. I think that’s where I need the most help - the values for territories may need some tweaking.

  • Moderator

    All I am saying is quantifying losses for battles is not represented in your system, since AaA could represent a Campaign down to a battle, it isn’t the greatest representation of NV… Think Wake compared to Russia…

    GG


  • Where is the list that has the value of territories for each player?

  • 2007 AAR League

    I’m currently transfering them into individual graphs for each nation, like you asked. I’m already done the allies, and moving on to the Axis. What I’ve posted already would work with the territory values.


  • actually justified losses can be included by tuning the points
    like “objectives” worth more points, “conditions” worth less points


  • does the transfering to player aids take long?
    we are waiting hehe

  • 2007 AAR League

    Sorry. They’re done, and hopefully formatted well enough to be used  :-D

    I’ll E-mail Imperious Leader the actual file. Below you’ll find all the information… but the graphs will be destroyed. You should still be able to check through and offer your suggestions, though.

    National Victory Points (NVPs)

    UK
    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

    Territory NVP Value
    Western Europe 3
    Southern Europe 3
    Germany 5
    Norway 1
    Libya 1
    Algeria 1
    Eastern Canada 1
    United Kingdom 5
    Gibraltar 1
    Persia 1
    India 3
    Trans-Jordan 1
    Anglo Egypt 1
    Union of South Africa 1
    Australia 1
    New Zealand 1
    Western Canada 1
    Manchuria 1
    Kwangtung 1
    French Indochina 1
    New Guinea 1
    Borneo 1
    East Indies 1
    Philippine Islands 1
    Okinawa 1
    Japan 3
    South Eire 1
    Sweden 1
    Saudi Arabia 1
    French West Africa 1
    French Equatorial Africa 1
    Italian East Africa 1
    Angola 1
    Belgian Congo 1
    French Madagascar 1

    USSR

    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

    Territory NVP Value
    Karelia 4
    Archangelsk 1
    Caucasus 4
    Russia 5
    Evenki 1
    Novosibirsk 1
    Yakut 1
    Soviet Far East 1
    Buryatia 1
    Kazakh 1
    Western Europe 3
    Southern Europe 3
    Germany 5
    Norway 1
    Balkans 3
    Eastern Europe 3
    Ukraine 3
    Belorussia 3
    West Russia 3
    Manchuria 2
    Mongolia 1

    USA

    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

    Territory NVP Value
    Western Europe 3
    Southern Europe 3
    Germany 5
    Norway 1
    Balkans 2
    Manchuria 1
    Kwangtung 1
    French Indochina 1
    New Guinea 1
    Borneo 1
    East Indies 1
    Philippine Islands 2
    Okinawa 1
    Japan 3
    Eastern United States 4
    Panama 1
    Midway Island 1
    Hawaiian Islands 1
    Alaska 1
    Western United States 5
    Central United States 1
    Mexico 1
    Brazil 1
    China 1
    Sinking 1
    West Indies 1
    Peru 1
    Venezuela 1
    Argentina 1
    Greenland 1

    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

    Territory NVP Value
    Southern Europe 5
    Balkans 5
    Libya 3
    Eastern Canada 1
    United Kingdom 3
    Gibraltar 2
    Persia 2
    India 3
    Trans-Jordan 2
    Anglo Egypt 2
    Union of South Africa 1
    Panama 1
    West Indies 1
    Peru 1
    Venezuela 1
    Argentina 1
    Spain 2
    Switzerland 2
    Turkey 2
    Saudi Arabia 1
    French West Africa 1
    Rio de Oro 1
    French Equatorial Africa 1
    Italian East Africa 1
    Belgian Congo 1
    Kenya 1
    Angola 1
    Mozambique 1
    French Madagascar 1

    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

    Territory NVP Value
    Evenki 1
    Novosibirsk 1
    Yakut 1
    Soviet Far East 1
    Buryatia 1
    Kazakh 1
    Persia 1
    India 3
    Trans-Jordan 1
    Australia 2
    New Zealand 1
    Manchuria 1
    Kwangtung 3
    French Indochina 1
    Solomon Islands 1
    New Guinea 1
    Borneo 1
    East Indies 1
    Philippine Islands 2
    Caroline Islands 1
    Okinawa 1
    Wake Island 1
    Japan 5
    Midway Island 2
    Hawaiian Islands 2
    Alaska 1
    Western United States 4
    Central United States 2
    Mexico 1
    China 2
    Sinking 2
    Mongolia 1

    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

    Territory NVP Value
    Karelia 3
    Archangelsk 1
    Caucasus 3
    Russia 5
    Evenki 1
    Novosibirsk 1
    Yakut 1
    Soviet Far East 1
    Buryatia 1
    Kazakh 1
    Western Europe 3
    Germany 5
    Norway 1
    Easter Europe 1
    Ukraine 2
    Belorussia 2
    West Russia 2
    Algeria 1
    Eastern Canada 1
    United Kingdom 5
    Eastern United States 4
    Western United States 1
    Spain 2
    Switzerland 1
    Sweden 1

Suggested Topics

Axis & Allies Boardgaming Custom Painted Miniatures

62

Online

17.4k

Users

39.9k

Topics

1.7m

Posts