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View Full Version : To Mike Selinker: Bump up number of Victory Cities?


Panzerfaust
01-20-2004, 01:11 PM
To Mike Selinker:

Whew! It's been a bit since I last posted.

Thanks Mike for replying to my post back at the end of December.

Quote:
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“I hope someone important to the development of the game reads this…”

(From the end of my post on December 30, 2003 04:21 AM at the bottom of page 2 in the "New A&A game out in 2004???" thread)

.
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"Will I do?

First off, if you're Germany and you don't try to take Stalingrad, you will lose at least 80 percent of your games. Stalingrad has an industrial complex and an AA gun that matter a whole bunch. It's just not a victory city. There was no way we could include all the cities that truly matter.

Similarly, there's no way we would have left out the cities in the United States. This isn't a walk-through of what did occur from 1942-45. It's a game about what could occur, and that includes the Axis invasion and conquest of L.A. and D.C.

As I said in another post, you can write scenarios that make Stalingrad a victory city. Just be aware that you may have to change the setup to make it fair.

Mike "
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(Your post on December 30, 2003 12:12 PM at the top of page 3 in the "New A&A game out in 2004???" thread)

Yes, you’ll do. :D I appreciate your comments. Especially when you said "it's a game about what could occur." I agree with you. It’s not that I don’t think that people shouldn’t be able to attack the mainland USA, or that you should “leave out the cities in the United States.” People should both be able to and be encouraged to employ any strategy they think will bring them victory. Gang up on Russia or Germany, go after the USA, or whatever. The more strategies and ways to achieve victory the batter game it will be. A stagnant game with only one option for victory or that locks you into only one outcome every time you play it is not only no fun, but wont sell. With that being said I'm sure you, the other game designers and all the players are all after the same thing here. ;)

My point isn’t about excluding the USA from being a target, but one of balance between historical accuracy and the ability to change the historical outcome. It’s a very tricky balance but the game needs to resemble WWII enough so that it feels like you’re fighting it, and yet it also needs to be different enough so that you’re not locked into the historical outcome ever time you play it. The players need the freedom to make different decisions than the leaders of the nations represented, either to avoid the mistakes they made or to make all new ones. The invasion of mainland USA historically realistic? No way. The invasion of mainland USA fun, and should it be allowed? Sure! smile.gif Again, I know we’re all after the same thing here.

Ok, you’re point is well taken about the US having 2 victory cities. I’m also very pleased to here that Stalingrad is on the map and that it’s been given importance by having a factory and AA gun. That goes a long way to quelling my fears of this new game not resembling WWII enough. I’m still curious though about your response to the proposal I’d made in my last post?

Quote from my post on December 30, 2003 04:21 AM at the bottom of page 2 in the "New A&A game out in 2004???" thread):

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“Add Stalingrad.

OR... make it 7 cities on each side (seven's a good number) and then add another city to Germany (Bucharest, Romania for instance... to account for those oil fields that were so important to the German war effort or say another minor axis power's capital or something), but whatever you do add Stalingrad to the game. The war in the east WOULDN'T be the same without it!”
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Obviously ignore the part about Stalingrad being “added” as at the time I didn’t know it was represented in the game, but why not just make the number of victory cities 14 (7 per side)? I know 12 is a nice even number that allows each ally to have a nice even 2 cities each, but really I don’t think it would hurt to give Britain 2, the US 2, and USSR 3. I would wager based on the 40-50+ different A&A players I’ve been privileged to play against over my life that they, and most other A&A players, would have more problems with the RIGHT cities being chosen as victory cites than if each side has a nice even number or not.

Even though WWII was a “world” conflict it was still OVERWHELMINGLY dominated by Europe. While Japan’s conflict with China predates this, it was by no means considered a global conflict. No, from the start of WWII (Germany and the Soviet Union’s invasion of Poland in ‘39 and the allied powers declaration of war shortly there after) Europe would claim the GREAT majority of battles, men and material, casualties both civilian and militarily (the majority of those even were between Germany and the USSR – figures eclipse other allied and axis powers by millions). No offence to the Pacific, which is equally a part of WWII, but it makes sense to give Europe two more cites (Stalingrad and another one to Germany). It not only adds more of an historical element, but adds even MORE strategic possibilities! Always a good thing. smile.gif

Keep up the good work Mike and the rest of the A&A staff! And continue the great tradition of the game since MB first came out with it and the rest of the game-master series (Fortress America, Conquest of the Roman Empire, and Shogun -- A.K.A. now Samurai Swords). Add Stalingrad as a victory city and bump up the number of cities to 14 (giving another one to Germany as well). It’s a great compromise and no one will notice that each side has 7 instead of 6 or that the US and Britain have 2 cities while the USSR has 3, or that Germany has 4 and Japan 3.
Sincerely,
Panzerfaust

[ January 20, 2004, 03:19 PM: Message edited by: Panzerfaust ]

Epicedion
01-20-2004, 02:40 PM
I forsee a House Rule regarding cities. This one's easy since it only relies on agreement of the players, and not a change to the map or to the basic way the game works.

Add 'Victory City' status to: Stalingrad (Russia), Egypt/Cairo (UK), Hawaii/Pearl Harbor (USA), Australia (UK).

That makes the game Allies: 10 cities, Axis: 6 cities. A normal game would play to the control of 12 Victory Cities (control of all Victory Cities except the Capitals and LA), scaling up (or down) from there as you desire.

13 might be a better number, because for Axis victory that would require the fall of an Allied capital or LA, and either of those would basically be a call for the Allies to resign.

I think this would adequately represent the Axis need to continue gaining ground on the Allies. The Allies are going to lose Egypt pretty quickly, and the Japanese would do well to conquer Australia and India in the first few turns (risky but possible in the early game, MB version). Japan would then need to take and hold Hawaii, and put the Americans in a Pacific reclamation/shore defense role, allowing Germany to keep the IPC advantage in Europe and move in on Stalingrad and Leningrad.

On the other hand, the Allies would have to beat the Axis out of all of these locations with a big stick before they could even begin to start pushing for victory.

--Epicedion

Mike Selinker
01-20-2004, 08:45 PM
Thanks for the good words, Panzerfaust and Epicedion. In a weird way, I've already played a dozen-plus "home-rules" variants of victory cities, since we tested a whole bunch of different scenarios before we settled on the final 12 (or, for that matter, settled on 12).

Changing the victory conditions and the piece mix definitely is an enjoyable thing, and one I hope lots and lots of players will do. Just as "Russia-restricted" is a common tournament variant, I'd expect that "Stalingrad-Cairo" might become one too. Maybe there will even be a demand for alternate scenarios (1939? World War I?) and a community can develop around not only playing the game but designing for it as well.

Mike

Darken
01-21-2004, 12:17 AM
[ January 21, 2004, 02:22 AM: Message edited by: Darken ]

Darken
01-21-2004, 12:20 AM
Add 'Victory City' status to: Stalingrad (Russia), Egypt/Cairo (UK), Hawaii/Pearl Harbor (USA), Australia (UK).Dear Mike. Perhaps you could include an optional rule, that there are not 12, but 18 victory cities.

Stalingrad (Russia)
Cairo/Egypt (UK)
China (US)
Sidney/Australia (UK)

Bucharest/Romania (German)
Manchurai (Japan)

The Axis starts with 8, the Allies with 10 cities.
A minor victory are 12 cities, a major victory 15 cities, a total victory 18 cities.

Epicedion
01-21-2004, 07:43 AM
Darken, I personally don't see the need for them to spend an optional rule on extra victory cities, since they're working with a limited pool. I'd rather see the optional rules be things that add to (or otherwise change) the basic way the game is played (Toyko Express destroyers, Fighter Escorts, et cetera). Changing the victory conditions is something easily accomplished by a group of players before the game begins.

For instance, when I play, I like to throw out the Axis economic victory because I think it forces the Allies to waste resources reclaiming strategically worthless 1 and 2 IPC territories just to prevent the Axis from winning, and it becomes a slippery-slope.

--Epicedion

Darken
01-21-2004, 08:41 AM
Hi Epicedion,

of course I would prefer 18 victory cities as official and not optional rule. But I don't believe that Mike will change his official 12 VC rule.

Therefore I asked hm to make it an optional rule. Who knows, perhaps the designers still have not finished all 30 optional rules (rulebooks should be printed last).

Panzerfaust
01-21-2004, 02:43 PM
Thanks for your comments Mike, Epicedion, & Darken. I hear what you're saying about house rules and it is a good solution for this problem, but it's still nice to have a game system that is streamlined and the same wherever I go and with whomever you play with. Plus, I think that in this situation it would be easy to do, AND personally I'd like some markers to designate any added victory cities! smile.gif What about this...

Mike,

Ok, you can still have your set number of 12 cities, but, you print something in the rules that allows players to add more victory cities if they want to. That way it's still a structured rule about adding them (important so that everyone is playing the same "game system" wherever they go, it's just a matter of them deciding to play with the original 12 cities and rules or to add more and if so, how many). This lets you keep the same 12 cities and rules you’ve already developed, AND with a slight addition allows for an increase in varied game play that makes for an all around better game (EVERY gamer loves variation in a game, and that will be good for sales... come on, all your bosses will like that!). smile.gif

Even better than this being a good solution is the fact that it will be extremely easy with a VERY minimal change or cost in the games development and production.

First off all you’ll need to do is "A", add a short section to the rules that lets you know quickly and easily know how to add cities and whether this changes or doesn’t change victory conditions or difficulty ratings (i.e. the axis have to take more cities or the allies have to defend more cities making the game easier or harder, etc.), and "B", print up some “victory city markers” that a player can use to mark any extra cities they’re adding (this assuming that there’s already a “victory city graphic” being used to identify the current 12 victory cities on the game board). This will look nice and add a level of professionalism to the game by making the added victory cities match in appearance the 12 permanent ones already on the board.

The rules addition will take some thought, but not much as you’ve already had quite a bit of game play with adding or having fewer cities and know what that does to the game. It will also take an extra paragraph or two to explain it to the player maybe causing a slight head ache for those having to write, edit, and work it into the layout of the rules booklet, but other than that little more. Cost per paragraph? Maybe it adds some to the cost of printing but I’m sure whatever that is it will be offset overwhelmingly by the increased sales for a much superior game with a tremendously improved replay value!

As far as the new “victory city markers” are concerned, all you’ll need to do is take the graphic already designed for use on the board (again, assuming there is one) and with slight modification cut and paste it to the format used for each country’s flag markers. Then it can be printed simply and easily on the same circular cardboard counters used for each country’s flag markers taking up a row or two of a country that doesn't even use all of it's flag markers (A.K.A. the USA) and then you’re done. The rules get printed, now costing slightly more than before, and the “victory city markers” get printed up on the cardboard you were already going to print on so there’s no extra cost. Time and cost are minimal and you’d have the added satisfaction of making useful the always ever plentiful excess of US markers which normally just sit there. Now that cardboard will have a use! smile.gif

Seriously though, I see this solution as simple, cost minimal, and one that pleases everybody. How can you go wrong? Dedicate a row or two of a country that doesn't even use all it's flag markers, print up a paragraph or two on how to add victory cities, and that’s it. Have I convinced you yet? I think you’d increase the games re-playability and therefore sales appeal by 10 fold. Well, it sounds great to me, but I’m curious Mike what do you and the design guys think?

[ January 21, 2004, 05:02 PM: Message edited by: Panzerfaust ]

JTeal
01-22-2004, 03:14 AM
Originally posted by Mike Selinker:

It sounds like a great magazine punchout counter set, along with rules on how to build alternate scenarios. How's the "Axis & Allies Scenario Design Kit" sound to everyone? Would you buy a magazine containing that?

MikeI'd buy the magazine.

Hopefully this will makr. 3 broken fingers, typing hard.

Even cooler would be a software design kit. Basiclly a way to "publish" your own rules and punchouts.

Includes stock art for each side and dfferent types of printouts.

Options for rulebooks, counters, markers, territories etc. Then all you would need to do to use them is prnt them out at home and play. (ok so some cutting might also be involved) Also sharing would be a snap since new rules/punchouts could be emailed.

[ January 22, 2004, 05:15 AM: Message edited by: JTeal ]

Mike Selinker
01-22-2004, 10:24 AM
Have I convinced you yet?You sure have. It's a phenomenal idea, Panzerfaust. The game is already well into production, so it can't be changed. But your idea should be implemented somewhere.

It sounds like a great magazine punchout counter set, along with rules on how to build alternate scenarios. How's the "Axis & Allies Scenario Design Kit" sound to everyone? Would you buy a magazine containing that?

Mike