Showing posts with label axis and allies. Show all posts
Showing posts with label axis and allies. Show all posts

Sunday, January 26, 2014

Axis & Allies Pacific Review

Axis and Allies Pacific
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I've just completed playing one game with my 45 yr. old brother as the allies, and I have to say that I enjoyed the game. I used to play regular A&A quite often with him, so I think the test of wills was a fair comparison.
We learned early on, that it is critical to use CAP to slow enemies movements or to channel them into specific sea zones. If you play Japan, prepare to execute flawless turns, because the game is fairly unforgiving to mistakes on their part. Conserve your carriers! They are irreplacable.
At 75 IPCs, the industrial might of the US is truly impressive. Even after getting my clock cleaned on turns one and two (at the expense of the entire Japanese Eastern Pacific Fleet), I was still able to build 2 carriers, 2 destroyers, 2 transports, a sub and a marine! Japan can expect only to delay the US, not defeat them. A better strategy is to press the Aussies and Indians.
The game is better than vanilla A&A and the tactical possibilities are truly interesting because players tend to do a lot of unexpected things on every turn. Combat Air Patrol, US Marines, air and naval bases, submerging subs and destroyers added greatly to the pleasure of this game.
This one's a squid's dream, boys and girls and we will be playing it again I'm sure. Kudos to AH and Hasbro!

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Axis & Allies Pacific is the second expansion to the Axis & Allies game system. In this game, three main powers (Britain, Japan, and the US) square off against each other against the backdrop of the Pacific ocean. Japan is trying to grow her empire, either through military might or by holding off the Allies long enough to consolidate her gains.The game adds a few new rules and a few new twists to the established A&A game system. Naval bases and air bases turn small, meaningless islands into vital strategic holdings. Convoy zones allow a single submarine pack to cripple an economy. The Chinese forces, while limited, are hard to crush. Japan gets her kamikazes, but will it be enough to hold off the vast economic power of the USA?

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Wednesday, January 22, 2014

Axis and Allies Battle of The Bulge Review

Axis and Allies Battle of The Bulge
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Hasbro/Avalon Hill has finally produced a game on this significant battle and much in line with the movie from 1966, this version features the rationing of supplies as a key part of the game. There are no Germans dressed as MP's, and the road signs do lead to Malmedy! The method of German victory is to acquire more territory than the actual historical results. The Allied player need only prevent the German conditions of victory. Game mechanics are slow, plodding and very hex concentrated with lots of tedious steps for each hex. In fact it may bore the average player. The dice roll situation is pure insanity! Especially when you have a lot of units in a hex and you have to roll twice, once for hits and another to see where they landed. This version therefore is recommended only for veteran grognards. Allied air power, which appears half- way through the battle were surprisingly ineffective. The initiative is important, as it can make a difference in the way a battle will pan out. However, with regard to Air activity, it is better for the Germans to place their aircraft after the allies, to keep them from destroying entire tank groups. You can offset this possible devestation by having artillery around but it seems that planes won't turn the tide before the Germans get their "24". If you are good at defense then the Allied army is for you. You can prevent Tank blitzkrieg's if you use your troops properly. One really interesting thing about this game is the surprising situations that can arise in individual hexes. You may get chances as a German to actually capture supplies (Colonel Hessler would be proud!) and sudden openings can appear that will let your tanks roll to the areas where the point values are for winning the game. The game is 8 turns long only, but don't let that fool you.It will take hours to play. Like Henry Fonda, play your hunches because like his character in the movie, you will know everything about the battlefield from your Bird's eye view. In the early part of the game, some Major Wolenski situations may result (the role played by Charles Bronson). As a General you will have to request your troops to hold positions, to cover your withdrawl against advancing German Panzers. Overall, it is OK but not fluid and only for the wargaming veteran.

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German tanks thunder into the snow-covered Ardennes forest, opposed only by a few unsuspecting divisions of exhausted American troops. As Axis forces plunge into the countryside, Allied troops must struggle to hold the front line in order to repel the all-out offensive. Axis & Allies: Battle of the Bulge challenges you to control territory and contend with supply shortages, while directing infantry, artillery, tanks and aircraft in one of the most decisive conflicts of World War II.
Detailed game components include a new truck piece, a hex-based game board with new original artwork, and original artwork commissioned exclusively for the Battle of the Bulge game box. Other elements of this new Axis & Allies variant include crucial elements that were key factors in the historical battle, such as supply shortages and late-battle air support, mechanics for overland vs. road movement and randomized casualties of war.

Axis & Allies depicts Wacht am Rhein (Watch on the Rhein), the German code name for this counter offensive that took place toward the end of World War II. The objective: to capture the port city of Antwerp. One player controls Germany, whose massive build-up of forces has gone undetected by the Allies and is poised to unleash all its fury on the Allies. The other player controls the forces of the United Kingdom and the United States and they must stem the tide of German armor and hold their positions until reinforcements arrive. Axis & Allies Battle of the Bulge is designed for two players and can be played in three to four hours. Measures 10.5" x 15.75" x 3".

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Friday, December 6, 2013

Twilight Imperium 3rd Edition Review

Twilight Imperium 3rd Edition
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Twilight Imperium is one of the best games I have ever played. As a student at college, my friends and have 1-2 board game nights per week; with Twilight Imperium and Acquire being the most played games. I would highly recommend this game, though the learning curve is rather steep (an hour at to learn the rules) and the game takes a long time to play (4+ hours). If you are looking for a conquest game like RISK, stop reading now. Twilight Imperium is based on maneuvering, preparation, and diplomacy with few significant battles in the game.
The game is played to victory 10 points and unlike most war games, conquest is not the only means of victory. Points are acquired through capturing planets but also "researching" technology, and political decisions. The method of determining turn order is also quite original. Each player chooses a card (1-8) which in addition to being the order in which the players play, gives each player a special ability for that round. To further add interest each card has a secondary ability which all the other players can use when the player owning the card uses it. As a result not only are broad discussion (like conquest or technology) important but every turn can be critical as the players ability to ace often depends directly on when and how the other players act. This may seem as if it would slow the game, but a restriction on how many turns a player can take per round keeps the game moving nicely but keeps strategy extremely important through out.
This is not to say I don't have a few complaints about the game. The first couple of times we played we noticed some imbalances which led to certain having a definite advantage and the game always trending in the same way. There are 3 ways to get these points. Every player can complete common objectives, a new one being revealed each turn. A player gets 2 points every time they get the 8 card, and a player has a secret objective which can be worth two points. Our problem was that everyone accomplished the same common objectives. Because the 8 is so valuable, whoever went first had to take the 8, the person on their right then always took the 1 (and so they chose first next turn), so they could get the 8 next turn. Anyone who failed to follow this pattern automatically became 2 points behind, and never could catch up. The result is that there is little strategy to taking the 8 or the 1. Finally the secret objectives vary greatly in difficulty. As a result players who got easy secret objectives, or got to go first were far more likely to win. In fact in our first 3 games (5 players), the player who went first won 2 of them, and the only player that completed his secret objective in the 3rd game, won that one. At this point we were ready to give up on the game but instead we played around with the rules and came up with a slightly variation which greatly helped improve the game. If you do buy this game I highly recommend trying this variation after playing the normal rules a couple of times.
Rule Variation:
Many of these rule variations were taken from the Twilight Imperium Rule Variations which can be found (...)
1) The 8 card's text has been modified to the Game Option: Ancient Throne which gives a player 1 point for controlling Mecatol Rex. This modification greatly increases the strategy in choosing the 8 or 1.
2) Long War Variant: Play to 14 victory points. This will be necessary due to rule change # 3.
3) A player receives 2 victory points if they capture a planet in an opponent's home system. A player may only get points for a home system once. If the owner of the home system was not in control of the planet when it was captured this is reduced to 1 point. The reason for this rule was to encourage conquest (something that was seriously lacking in our previous games). The point reduction rule is to help prevent two players from allying to take a home system (since one of the players will not get all the points).
4) Every player receives 2 secret objectives. After creating the board but before the first turn each player must choose and discard one of them. This rule helps reduce the problem of unbalanced (in terms of difficulty) secret objectives.
5) You may only complete public objectives if you control all the planets in your home system (you may complete other objectives however). This allows players to slow down a player who gets too far ahead.
6) Destroyers get 4x Anti-fighter barrage. Destroyers are the weakest units in the game; this makes them a little better, but still hardly worth using.
7) The common objectives are laid face up on the table (you may still only complete the first after the first turn, second after the second, etc). This reduces the luck involved near the end of the game, as every one knows what is coming.
8) Technology can be purchased with influence or resources (but no combination). This rule helps balance the planets so everyone has more equal resources.
These rules seem to be very effective. While most players still get all of the common objectives, winning the game now depends on controlling Mecatol Rex, completing secret objectives or taking home systems. Players have been very successful using any combination of these three methods, and no race has done better or worse than any other. While these may seem to lead to large amount of conquest, this has never been the case, with only 3-10 major battles occurring in 4 player games.


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An age of twilight shall once more spread across the galaxy. A broken empire shall once more be re-forged. Hidden powers from dark space shall come forth to make an ancient claim. War shall rage across space. Secret treaties, political whispers, and devious plots shall again echo through the halls of the imperial city on Mecatol Rex.TI3 is an epic empire-building game of interstellar conflict, trade, and struggle for power. Players take the roles of ancient galactic civilizations, each seeking to seize the imperial throne via warfare, diplomacy, and technological progression. With new oversize geomorphic board tiles, finely detailed plastic miniatures, hundreds of cards, and a massive plurality of options, TI3 will ship in a massive, epic-size box, with more than 200 masterfully sculpted oversize plastic miniatures - the typical TI units (Ground Forces, Cruisers, Dreadnaughts, Carriers, Fighters, PDS, and Space Docks) as well as two new units (the massive War Sun, and the Destroyer). TI3 contains new oversize board tiles, more than 400 cards, every known civilization of the Twilight Imperium universe, almost every expansion rule and component ever published for TI, a gorgeous graphical overhaul, and an impressive full color rules set. The TI gameplay has been refined and redone by original designer Christian T. Petersen. The new design features faster gameplay, and involves players in a far more active game experience with much less down-time. In addition, TI3 will include the new Race Cards, as well a dramatic new approach to the structure of the gameplay itself using the new Command system.Are you ready for another age of Twilight?

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Thursday, November 14, 2013

Axis & Allies Europe Review

Axis and Allies Europe
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If anyone is a true Axis and Allies game lover, and you've been wishing for another game by Avalon Hill, here it is! Axis and Allies Europe couldn't be a better game for the price. It comes with more units and much improved map (of the European theater only), and best of all, the game itself blows the former Axis and Allies game to bits! It is obvious that Avalon Hill spent much more time making A & A Europe then the original, for their is never a time when a player grows tired of this game. Unlike Axis and Allies, this Europe release comes with units that are equal to its country's nationality. In other words, the German's bomber is a Junkers 88, the Russian armored units are T-34s, and the American battleships are in the North Carolina class etc. Not only are the units improved, but their are more! As many Axis and Allies players have mentioned, where is the artillery? That's right...Their is artillery! Germans feature the the infamous 88mm gun, while the allies use the 105mm howitzer. Another added unit is the destroyer. Originally, you had the choice of either buying a sub or a battleship. Don't you think that their should be a ship in between a sub that costs 8 IPCs and a battleship that costs 24 IPCs? The destroyer will fix that problem, which costs 12 IPCs and basically has the power of a battleship moved down a notch on the dice roll. Both the battleships and destroyers can do coastal bombardment. Also, during strategic bombing, you can have fighters escort your bombers. Sounds nice, huh? Well, the defending country can send up interceptors, so it can be a risk with both enemy fighters attacking your bombing run as well as an anti aircraft gun firing from below. From air units to basic combat, the Axis and Allies game has come a long way. Now that the mighty German war machine faces three allies alone, you can pick a wide variety of stragedy. Atleast now the Germans have a chance at the beginning of the game, with ten U-boats, five fighters and a bomber, and an unbelievable ground force. If you have always been a true Axis and Allies lover, then nothing would be better then this big step Avalon Hill has made. An incrediblle game! Let the battle begin!

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Axis & Allies Europe is the first Axis & Allies extension created by the original A&A designer, Larry Harris. He likes to call it "a whole new puzzle to solve." A&A Europe takes place only within the European theater where four powers (Germany, USA, USSR, and Great Britain) struggle on the continent, in the Atlantic, and across North Africa and the Middle East.

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Wednesday, November 13, 2013

Axis & Allies D-Day Review

Axis and Allies D-Day
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My friends and I are big fans of the original 5 armies Axis & Allies game. However, the game needs at least 4 people to be truely interesting, and takes us more than 6 hr.s to play! That's why we found A&A D-Day as a great substitute. Not only is this 2-3 players, (three preferred) but it can also be done in under 3 hrs.
The game's arguements between the partnered British and Americans are hillarious for the Germans to watch, as they debate over strategies and how to allocate their fighters on straffing runs. Allies use their 8 fighters, 2 bombers, 6 bombarding destroyers, 1'st round 9 paratroopers, and 5 landing zones (Utah, Omaha, Gold, Juno and Sword to try and secure the 3 key cities of Normandy by turn 10.
The Germans, must delay the beach landings with their 11 block houses firing at sea, quickly rally to hold the cities, bring re-inforcements to the front while avoiding allied air power, and defend down to the last man if neccessary until time runs out.
It of course still takes strategy and good die rolls to win as either side. But with the allied edge on having fighters and bombers; and the Germans having supperior ground forces, like the Panzer tanks superior deffense compared to the wimpy Shermans, it promises to be fun for both sides.
But most importantly time! The game is turn based by the use of 16 "order cards" each round. The objective? to hold the 3 key cities by turn 10... if not, the world might be speaking german!
For added fun I say add both decks of optional "tactical" and "fortune" cards (included). It'll take a little longer to play, but the 16 tactical cards add a strategic/stronger edge. And my favorite the fortune cards: roll 2-5, nothing. 1 a blast of superior fire power. 6, well don't roll 6's unless you wanna help out your enemy. Regarless, everytime the die spins for fortune cards you can't help but move to the edge of your seat in anticipation, like rolling for technology in the original. game.

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Axis & Allies D-Day will feature detailed game components including a new blockhouse piece, an extra-large game board, and original artwork commissioned exclusively for the D-Day game box.Other elements of this new Axis & Allies variant include a card deck with three card types -- Orders, Tactics, and Fortune -- to add depth and complexity to play. Order cards determine play sequence and break turns into distinct phases; Tactics cards offer players varied strategic opportunities; and Fortune cards add an element of unpredictability.Axis & Allies D-Day begins as Operation Overlord, the invasion of German-held Normandy, is underway -- 130,000 soldiers of the United Kingdom, Canada, and the United States are poised to assault Fortress Europe. You and your fellow world powers control their fates.One player controls Germany, whose Axis forces have turned the beaches of Normandy into a near-impenetrable stronghold. Set to breach those defenses are the Allies: the United Kingdom, Canada, and the United States. The future of Europe and the world hangs in the balance.Axis & Allies D-Day is designed for two or three players and can be played in two hours. Axis & Allies D-Day is the third Axis & Allies variant, following the successful Axis & Allies Europe and Axis & Allies Pacific, both of which were published in 2001.

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Wednesday, October 23, 2013

Axis And Allies Revised Review

Axis And Allies Revised
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First off, be sure that you love REALLY long games with complicated rules and LOTS of pieces on the board (and that you have friends who like the same thing) before purchasing. That said, this is an awesome game.
I never played the un-revised version, so I have no way of comparing the two. I did, however, love everything about this version.
The game board is thick cardboard folded in 6 parts. It is of high quality, and it's longer than the standard game board. It is a map of the world and most of the territories have financial values. As you attack your enemies and take over their territories, you also increase your income depending on the financial value associated with the territory that is now yours. There is an additional cardboard piece that allows you to track the changing income. (Lots of table space required for all of the additional stuff).
You also can do something called weapons development. During your turn you have the opportunity to buy dice to roll to give yourself advantages. Some examples of advantages are increasing the defense strength of your jet fighters, allowing your anti aircraft guns to shoot at industrial complexes, and increasing how many spaces your aircraft can fly, etc. If you roll the number needed to create the development, you may now use this added ability for the rest of the game. This is risky, because money is limited, and you are not guaranteed to roll the appropriate #.
There are plenty of plastic pieces that come with the game.The pieces that come with the game are: aircraft carriers, battleships, destroyers, submarines, transports, infantry, artillery, tanks, fighters, bombers, anti aircraft guns, and industrial complexes. In order not to lose all of the parts, I got small tackle boxes for cheap at Walmart and used a label maker to label everything. It's a lot less messy than keeping all of the little parts out on the table in front of you. There is a card which tells you how many of these pieces to put on the board to start the game. The set up time takes a little while because there are a lot of pieces to put down to start the game. The card is full of valuable information. It tells you how much it costs to buy each unit, how many spaces they can move across the board, how strong they are on attack and on defense, turn sequence and combat sequence...basically everything you need to know to play the game. Each power (Soviet Union, Germany, United Kingdom, Japan, and the United States) starts with varying amounts of money and troops. Germany and Japan starts with lots more troops but less money, so they have more incentive to attack quickly to increase their income. The allies are a little more challenging to play due to the fact that, inspite of the fact they have more money to start the game, the united states and united kingdoms resources are located across the water, and it takes a bit to transport these troops and get established in areas they need to be in. The soviet union can quickly get overwhelmed by germany since they have little money and not that many troops, plus a lot of land to defend.
When I first learned the rules to this game I was completely confused on many points. It took a full day of trying to figure them out. Then I emailed the manufacturer and kept asking questions until I felt comfortable. There are a few websites out there that give some good answers to questions as well. Once you learn the rules, however, it is easy. I just think whoever wrote the manual could have made it a whole lot easier to understand than it is.
Gameplay is pretty basic. You do the following in this order: You develop weapons if desired. You purchase units, conduct combat if desired (troops from multiple territories can attack one territory), do any non-combat moves, mobilize the new units purchased at the beginning of your turn to any territories that have Industrial Complexes on them (you can buy more industrial complexes to place on different parts of the map) and then collect your income. You may discuss strategy with your allies, and as a matter of fact that seems to be a major part of what takes up so much time. I got frustrated by the fact that the enemy could hear what was being talked about and pointed to on the map, so I developed a means of silent communication via dry erase boards. I took a photo of the game board that I found on the web, and in photoshop I enlarged it to the size I wanted and faded out the image to pastel colors so that it would be easy to write over the top of it. I then went to a home improvement store and cut out pieces of thin wooden board to mount the pictures on and covered them with thin clear plastic sheeting I got from an art store. I taped them down at the edges with duct tape and bought some dry erase markers and erasers. This way both the axis and the allies had their own dry erase boards where they could point out areas of concern on the map without being seen by their opponents. I also developed an easy shorthand type of code to quickly communicate to each other via the boards. This made a fantastic addition to the game and made communication easy and private.
Here are a few notes on gameplay which may help your understanding of the game:
-Allies may occupy the same territory. If they are attacked, they defend together at the same time. If they attack, they must attack seperately on each power's seperate turn.
-Sea units can only attack sea and air units (unless it's an amphibious assault, then a battleship may do an initial attack on land as the units are going on shore), land units can attack land and air units, and air units can attack both (the submarine can't shoot at air units, but after the initial first attack can submerge and escape if they weren't destroyed from that first assault).
-During combat you use a "battle board" where the pieces in combat are placed on the board on the attack side and the defense side. Each side shows where the units should be placed according to their defense and attack value. For instance, if you have 3 infantry, two tanks, and one fighter plane attacking a territory, each of those units have different attack values and are placed in different columns of the battle board. The infantry attack value is "1", which means that you have to roll a 1 to have a "hit" on the enemy. You would roll 3 dice for the 3 infantry and hope to get as many 1s as possible. If your attack is successful and for example you roll two 1s, your opponent decides which 2 troops of theirs gets hit in the attack and moves them to the "casualty zone" at the bottom of the battle board. The reason they are not moved off of the board is because technically you are shooting at each other at the same time, and those troops that got hit still will have their opportunity to respond and shoot back. Then the next column is resolved. The tanks attack value is a "3". So you would have to roll 2 dice for the two tanks and hope to roll a 1,2, or 3 to have a "hit" on your opponent. The fighter has the same attack value as the tank. So you could roll one extra dice at the same time as the tanks since they have the same attack value at 3 or less. Then the defenders resolve their troops. The defenders have 2 infantry. The defense value of infantry is "2". Infantry has a stronger defense than attack value (maybe because they are fortified?) So, the infantry needs to roll a 1 or 2 to get a "hit". After all casualties are put in the casualty zones, these zones are cleared, and if there are any troops remaining on the battle board, the attacker gets to decide whether they want to continue attacking or retreat. Each round is resolved this way until the attacker wants to stop or the territory is captured.
-Aircraft carriers can carry up to two fighters, and transports can carry two units.These units can't defend themselves during transport, and the transport only has a defense value of 1, so it is wise to escort the transports with other sea units.
-The game can be shorter by deciding on how many victory cities you want to capture. Or you can play the full game to total conquest, but that takes all day. I've had games where I started at noon and ended at 1 or 2 in the morning and the game was still not finished (almost).
-There are additional "national advantages" that are optional. They are a list of advantages each power can use once during the game. Here are a couple of the Soviet Union National advantages to give you an idea of what these are like:
Russian Winter- Once during the game in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry defend on a 3.
Trans Siberian Railway - In the non-combat move, your infantry, anti aircraft guns, and artillery may move two territories per turn only among these territories: Russia, Novosibirsk, Yakut SSR, and Buryatia SSR.
These are two examples of the 6 National Advantages for the Soviet Union. Each power has 6 national advantages they can use. This is for the advanced player who wants to add some more interest to the game.
To sum up - This is a complex strategy game. It's not easy to win. There are a ton of differet ways to approach winning the same game, so the replayability is high. Definitely one of my favorite games, and it's a classic.

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Control the fate of the world in this incredible game of military strategy, courage and cunning. Play this updated version by Larry Harris, the game's original creator. With all-new packaging art, a redesigned map and new artillery and destroyer pieces, this classic game is prepared to take on a whole new generation. Players can change the course of history in a few short hours as they maneuver over 350 playing pieces including armies, ships, planes and more. For 2 to 5 players.

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Tuesday, October 15, 2013

Axis and Allies Pacific 1940 Review

Axis and Allies Pacific 1940
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Axis & Allies Pacific 1940 uses the same core set of rules used in the 50th Anniversary Edition and 1942 edition of the game, but the similarities end about there. This game focuses on the Pacific theater with the United States, China, United Kingdom, and ANZAC (Australia/New Zealand) prematurely "setting" the Rising Sun of Japan.
This game uses the same premise of the original Pacific but with the new set of core rules. Other major changes from the original Pacific is that the Victory Point system is no longer used and the Combat Air Patrol has been revamped and now called Scramble.
The map spans from India out east to the United States and has many more Asian territories most similar to the Anniversary Edition. There are also more sea zones and island territories on this map. Additional units and rules in Pacific 1940 also gives this game more of a historic flavor that really enhances the experience as compared to 1942 edition. The board itself is very large at 35" wide by 32" tall and will match up with the upcoming release (Q3) of Europe 1940. The two maps combined (billed as measuring 60" x 32") is rumored to have multiple set ups (by year - similar to 50th AE) and it's own unique subset of rules (like Technology, etc.) Mum is the word on exactly what these might be, however.
Before your first game you will want to search the web for revisions to the rules/setup than what was initially produced (called errata - they're out there on a prominent forum dedicated to Axis & Allies). There are a number of things that have changed after feedback from players as well as additional play testing by the development team (unofficial at this point as they are probably still looking into feedback from players). I won't cover what these are as they still may change but they are significant to game play.
Overall quality of the game components is great and what you would expect:
* The board is large and very durable. I prefer boards that do not fold but then the box would've been massive
* There are plenty of units and chips (a tad too few Tac Bombers for Japan)
* Includes the player aids and storage trays (no dividers) that we have seen in the past (besides 1942 edition)
You can expect the time to complete a game to be about the same as other versions of Axis & Allies (3 1/2 to 5 hours for experienced players). The Political Situation (rule) starts the game with Japan at war with China but not US/UK/ANZAC. This essentially gives Japan free reign of the Pacific for up to 3 turns while it moves it's units into position for it's attack on US/UK/ANZAC; or it can launch an unprovoked attack before then at the risk of bringing the US into the war earlier (US starts the game with reduced IPCs but it's income gets a boost when it's "at war" with Japan. The UK/ANZAC may declare war during any turn, but any counterattack by Japan will not bring the US into war (so it had better be a crushing blow).
The addition of Naval and Air Bases really makes things interesting as those units have more range than what you see in the 1942 or 50th AE of Axis & Allies. This really adds an element of strategy on where to place your units around various islands and territories. Pacific 1940 also introduces Tactical Bombers and Mechanized Infantry. Tac Bombers when paired with Fighters/Tanks have an attack of 4 (instead of 3) and may land on Aircraft Carriers. Mechanized Infantry have a movement range of 2 as well as the ability to blitz along with tanks.
This game is probably best played with 2-3 players (3 players being Japan, United States/China, and UK/ANZAC) but could be played by up to 5 people if you want to break China away from US and ANZAC away from UK.
The following are some of the new elements to Pacific 1940 compared to 1942 or 50th Anniversary Editions
Units:
* Tactical Bombers and Mechanized Infantry
* Aircraft Carriers are now Capital Ships and take 2 hits to destroy (damaged Carriers cannot launch/land planes, though)
* Industrial Complexes are divided into Minor & Major (Major = up to 10 units mobilized, Minor = up to 3 units mobilized) and are upgradeable
* Naval and Air Bases (adds 1 movement point for units leaving these sea zones/territories, also where Capital ships are repaired)
* Anti-aircraft guns now only cover attacks against units (Industrial Complexes and Naval/Air bases have their own "built-in")
* Tanks cost $6 and Aircraft Carriers $16
Major Rule Additions:
* Political Situation - In short, all nations are not hostile to start (except Japan vs China)
* Scramble - Air Units on Islands with Air bases may defend in Naval combat in surrounding Sea Zones
* Convoy Zones - hostile Naval units in convoy zones reduce income received from Territories in that Sea Zone
* Kamikaze - Japan can conduct up to 6 Kamikaze attacks in certain Sea Zones (Kamikaze symbol printed on map)
* Neutral Nations - These now have units printed on the map that are placed when their borders are crossed
Pacific 1940 is a must have for any fan of the Axis & Allies franchise and I recommend this to anyone who enjoys a quality strategy game with a little more substance. The additional rules may take a game or two to master but are well worth the time investment. The Political Situation rules alone adds an element of history and strategy that enhance the Axis & Allies experience. I am very interested to see this effect on the combined global game when Europe 1940 is released. Despite the initial need of rule/setup corrections, Axis & Allies Pacific 1940 is a quality board game that will give you and your friends many hours of entertainment.
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Axis & Allies celebrates 25 years of strategy war gaming with the release of this deluxe theater-level game in December 2009. Axis & Allies Pacific 1940, designed and developed by Larry Harris, utilizes the updated rules established in the A&A Anniversary Edition. Two new combat units debut in this game, Tactical Bombers and Mechanized Infantry. Australia and New Zealand, joined together as the ANZAC forces, debut as a new playable ally. China fields more forces than ever before, but will need all the help they can get from their allies the United States, ANZAC and the UK to withstand the might of Imperial Japan.Axis & Allies Pacific 1940 features an oversized board that measures 35 wide by 32 high. With over 450 pieces, deluxe game components and local storage boxes, this game raises the standard established by the A&A Anniversary Edition. All new rules for neutral nations, naval & air bases, kamikaze attacks and convoy disruption add even more depth and historical accuracy to this giant game.For 2 - 4 players.

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Thursday, October 3, 2013

Axis & Allies D-Day Review

Axis and Allies D-Day
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I tend to rate Axis and Allies games on playablity and D-Day is very playable. Within the scope, it is also historical to a point. My son and me always have history discussions when we play these games and this one engenders some lively historical what ifs. The game depends on the appropriate use of allied air power as it did in reality. The fortune cards make for some bizarre outcomes. The only ones we use are the airpower that allow the allies to rebuild certain air units. This compensates for the occasional really lucky German die rolls that can shoot down nearly the entire allies air force! The ground combat is surprising realitistic and most of all simple and fun.

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June 6, 1944: You are on the beaches of Normandy, and ahead lies an uncertain future. The fate of the world hangs in the balance, as you struggle for control over the cities of Cherbourg, St. Lo, and Caen. Savage, quick, and decisive, D-Day was the major turning point in the European theatre, with liberty itself on the line. Designed for 2 or 3 players, Axis and Allies D-Day accurately captures this dramatic conflict and places you squarely in the middle of the greatest battle of the 20th century. This is an all-new stand alone extension of the Axis and Allies line featuring three-tiered complexity and a new, extra-large game board.

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Tuesday, January 8, 2013

USAopoly Democrats vs Republicans Stratego Review

USAopoly Democrats vs Republicans Stratego
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This was a "gag" holiday present. It's a great game for those over 13+ age to understand real politics and the game. Leverages an existing game, Stratego, for the rules. It was entertaining and is limited in that it is a two player game but it would be fun to play in teams if there are more than 2 players.

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USAopoly Democrats vs Republicans Stratego

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