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The purpose
of this revised victory system is to reward the Axis for aggressive,
world-dominating play. The Axis cannot win in this system by
simply settling forsafe objectives and refusing to go beyond
that, unless it is also very successful at delaying Allied conquest
significantly. The system also recognizes that the Axis' goals
were not the same as the Allies', and it does not try to merge
the two. The Axis wanted to conquer the world.
And although
the chance of them pulling this off in a game of WiF is slight,
this hindsight should not guide the play and conduct of the Axis
player(s). For them, nothing less than aggressive attempt at
conquering and holding territoriy should suffice. The Axis player
who simply hunkers down in a defensive posture will find that
he cannot hope to win the game, no matter how effectively he
"turns turtle". In fact, the Axis player who takes
a gamble and succeeds in extending his "high-water mark"
will find himself amply rewarded, assuming he is not so exhausted
or out of position that he cannot hold his target for 3 turns
or that he shortens his survival time.
The system is most suitable for two-player games, or for multi-player
games where it is acceptable that there be only two distinct
sides and each side wins or loses together. There are no provisions
in this system for determining a winner among peers.
This system is heavily reliant on many facets of WiF-H, and those
who deviate significantly from the optional rules suggested for
WiF-H are cautioned that this system may not work well. In fact,
the system assumes that you will be using the revised surrender
rules for Italy and Japan.
The system is currently in the starting stages of its beta test,
and has only been tested once so far. We're happy with the result,
but recognize that there is still plenty of room for error.
The rule numbers used in this section are not designed to integrate
with WIFFE rule numbers. That will change once the system is
close to its final stage. Right now, the rule numbers are self-contained.
You are welcome to try out this system even in its embryonic
stages. Send questions and comments to the author Devin
Cutler.
A target hex
is considered held when it is controlled by a side at
the end of the Peace step (WiF E.7), and the hex can trace
a supply path of unlimited length to the capital city of a Major
Power on that side. A hex controlled by Vichy France is not considered
held by the Axis unless Vichy France is aligned to an Axis Major
Power.
A side is defeated
when all of its Major Powers have been conquered, completely
or incompletely, or have surrendered.
The Axis accumulates victory points for holding certain
target hexes. It gains 1 point for holding a tertiary target,
3 points for holding a secondary target, and 9 points
for holding a primary target. In order to gain the full point
value for holding a target, the Axis must hold the target for
3 consecutive turns. If a target is held for less than 3 consecutive
turns, then the Axis receives 1/3rd as many points for holding
a target for 1 turn and 2/3rds as many points for holding a target
for 2 turns. In all cases, fractions are not considered. Thus,
a tertiary target must be held for 3 consecutive turns to gain
any benefit.
Once full points are gained from holding a target, no
further points can ever be gained from that target. Should the
target be lost and regained, no additional points are gained.
However, if only partial points were gained from a target (due
to having held it for fewer than 3 consecutive turns), then it
is possible to gain additional points up to the full amount.
Example: Japan captures Delhi and holds it for a turn.
The Axis gains 3 victory points. Japan then is driven out of
the city. Several turns later, Japan recaptures Delhi and holds
it for 1 turn. The Axis gains no victory points. Again Japan
is driven out of the city. Again, several turns later she recaptures
it and manages to hold it for two turns. The Axis gains 3 more
victory points (a total of 6 from Delhi now). For a third time,
Japan is driven out, and for a third time she recaptures the
city. This time she holds it for the rest of the game. The Axis
gains 3 more victoy points (up to the full total of 9 for a primary
target). |
Aden |
Amsterdam |
Antwerp |
Athens |
Baghdad |
Batavia |
Belgrade |
Colombo |
Dakar |
Dutch Harbor |
Gibraltar |
Jerusalem |
Kiev |
Marseilles |
Pago Pago |
Paris |
Rabaul |
Riyadh |
Saigon |
Scapa Flow |
Singapore |
Stockholm |
Suez |
Teheran |
Vladivostok |
Warsaw |
Wellington |
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Baku |
Birmingham |
Buenos Aires |
Calcutta |
Cape Town |
Diego Suarez |
Istanbul |
Leningrad |
Madrid |
Manila |
Oslo |
Sao Paulo |
Sverdlovsk |
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2.3 Primary Targets:
New York |
Canberra |
Delhi |
Washington D.C. |
London |
Los Angeles |
Moscow |
Honolulu |
Mexico City |
Montreal |
Ottowa |
Panama |
San Francisco |
Stalingrad |
Vancouver |
2.4 Historical Targets:
Antwerp - 1 |
Athens - 1 |
Batavia - 1 |
Belgrade - 1 |
Kiev - 1 |
Marseilles - 1 |
Paris - 1 |
Rabaul - 1 |
Saigon - 1 |
Singapore - 1 |
Manila - 3 |
Oslo - 3 |
Amsterdam - 1 |
Warsaw -1 |
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Total Victory Points: 18 |
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