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

AXIS & ALLIES ANNIVERSARY EDITION Review

AXIS and ALLIES ANNIVERSARY EDITION
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Axis and Allies Anniversary Edition is an updated version of a board game classic. The original game was designed by Larry Harris and was part of the Milton Bradley GameMaster Series - large box games with full color mounted boards, simple mechanics which allowed rapid understanding of "how to play" yet with deep subtle strategies, and of course wonderful little plastic soldiers, tanks, planes, ships and submarines. The game has changed hands over the years passing through Avalon Hill/Hasbro/Wizards of the Coast. Wizards of the Coast currently is the publisher. This new version is published on the 50th anniversary of the Avalon Hill company. Avalon Hill is widely regarded as the company which helped to popularize board wargaming in the US and was for many years the leading producer with mounted game boards and die-cut counters. The company produced such classics as Panzerblitz and Squad Leader.
For people who are unfamiliar with the game, Axis and Allies is a board game recreating World War II on a grand strategic level. Armies, fleets, and air armadas are represented abstractly by wonderful plastic pieces (battleships, tanks, soldiers, etc.). Movement is by area and combat is resolved in a simple yet satisfying system. Research and industrial production are key parts of game play. It was a huge hit when first introduced and spawned variants and a Revised version a few years ago.
If you are familiar with the original game and the later variants (A&A Europe, A&A Pacific, etc) the fundamental mechanics are the same. The designer and developers have clearly been tracking the progress of this great game and have incorporated many of the rule changes seen in later variations. The major differences are:
1. There are now three Axis powers: Germay, Japan and Italy. This alters the game play sequence from Germany-USSR-Japan-UK-US to Germany-USSR-Japan-UK-Italy-US. This eliminates the Allies "double move".
2. There are special rules for China - there are now specific Chinese game pieces and help to recreate the historical situation where huge numbers of Japanese troops were tied down in China - making an attack against the USSR (a favorite strategy) in coordination with Germany more difficult.
3. The map is smaller than the original version but about the size of the Revised version. The colors are a muted green/brown earth tones. It may be nostalgic or just my eyes getting older, but frankly I liked the original primary color map - the details were easier to see and less fatiguing. Admittedly, the newer maps are more artful.
4. The game map now includes major cities (sort of like the key cities in Third Reich)and controlling form the victory conditions (unlike the older Industrial Production Certificate [IPC] total method)but in practice this is quite similar.
5. The game map now has impassable and neutral territories which cannot be crossed/invaded/flow over. The Sahara, Switzerland, and other territories are now impassable. Other territories don't have much IPC value.
6. Ships are a bit cheaper to acquire than the original version. The commonly used "double hit" rule is now standard for Battleships. There are now cruisers and destroyers in addition to the original Aircraft Carriers, Battleships and Submarines.
7. Transports now no longer automatically defend with a value of 1. The old strategy of having an armada of transports (e.g. 10 or 12) overcoming an attacking sub force is no longer allowed. If attacked and undefended by other forces, transports are automatically destroyed. It is also no longer possible to move-unload-and-scoot. I understand why this rule change was made but at the large grand strategy scale, the transport unit represents not a single ship or small flotilla of transports but a whole transport fleet - with minor escorts, oilers, etc. So it is reasonable to think it has some self-defense capability.
8. Research now has 12 possibilities. Old favorites like Heavy Bombers and Jet Power are still there but tweaked down. Heavy Bombers only inflict two dice worth of damage and not three. Jet powered fighters attack at 4 and not 5.
9. Armored or tank units are upgraded and attack and defend at 3. The older version attacked at 3 but defended at 2.
10. The little plastic pieces are all there and have been tweaked a bit to reflect the different nations. The UK tanks look like the Churchill and the USSR tanks look a bit like the T34.
11. Rule books and misc. Again, I fear it is just my aging eyes, but the newer version with the darker muddier colors and fancy watermark/faded images on each page are quite beautiful but are a bit harder on the eyes. The game play examples are hard to see the colors of the printing obscures the detailed outlines of the pieces. Again, maybe a simple bright colored illustrations would be more legible. I saw an comment on another site complaining that the IPCs were printed on only one side - but that was the case with the original version. The box art on the site is a bit off. On the actual box, it is entitled "Spring 1941" and not "1942"
Who will like this game? Anyone who is familiar with the original or later Revised version will appreciate this new version. For newcomers, Axis and Allies is a wonderful system - simple and easy to learn, but full of subtle moves and strategies.
Is it worth the price ($80-100)? For collectors and nostalgia buffs, it is probably worth having a nice new version. If you are just into playing the game, and have already your own set of homebrew rules then you are probably already using most of the new rules and could draw up your own maps!
A great game for the board gamer!

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Axis & Allies celebrates 50 years of Avalon Hill games with this Anniversary Edition of the classic World War II strategy board game. Designed by Larry Harris, A&A Anniversary Edition utilizes the standard D6 combat system found in Axis & Allies Revised, Europe, and Pacific, and contains two different set-up options.Italy will debut as the third Axis nation, China will be operated by the U.S. player, and cruiser class ships will join the naval line-up for the first time.The largest board ever produced for an A&A game (24' x 46'), along with new sculpts and deluxe components will ensure this is the granddaddy of all Axis & Allies board games. Deploy your forces and prepare for battle!

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Axis & Allies Review

Axis and Allies
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You can get this version of the game for about $40.00 new at any board game store. Don't pay more.

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The year is 1942. The Axis war machine appears invincible. The Balkans have fallen. Pearl Harbor has been attacked. Wake Island is in Japanese hands. And Rommel has the British on the run in North Africa At this explosive time in history, Axis & Allies challenges you and your opponents to decide the outcome of World War 2. As one of the world powers battling for supremacy in 1942, you must spearhead your country's military drive. During play, you'll discover that the theaters of war remain the same and the familiar embattled frontiers still exist, but astonishing events will occur. The Battle of Midway could be lost by the United States--the Russians might not stand at Stalingrad-- MacArthur may never return to the Philippines-- and the Normandy invasion could happen again and again. As a world leader in Axis & Allies, you must be a brilliant military strategist. You must have the perseverance of a Montgomery, the elusiveness of a Rommel, the courage of a Patton, the daring of a Yamamoto and the steadfastness of a Zhukov!Decide where to strike, when to strike and the intensity of the strike. Will it be a strategic bombing raid, a sneak submarine attack, a hit-and-run assault by your well-trained infantry, an antiaircraft barrage or a major invasion by land, sea and air forces? Plan your attack, move into the embattled territory with your forces and resolve the conflict.The economic destiny of your nation is also at stake. Buy armaments and develop secret weapons from your stockpile of production certificates..... an income based on your own natural resources and successful territorial expansion.If you're a brilliant military strategist, a prudent economist and an astute politician, you'll lead your nation to victory

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Attack Expansion Review

Attack Expansion
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Good expansion. Board is a great size. Original game got boring after a few plays. The expansion adds what was missing. Much like Axis and Allies except plastic parts are of a lower quality and are exactly the same for all axis and allies countries. Ships are about half the size of axis and allies parts which was dissapointing.

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This expansion pack takes the Attack! system to a new level of detail. Other strategy games become predictable after a few playings. But the Attack! system was created to allow the players to graduate to the next level. The Attack expansion offers more. More miniatures, more players (2 to 6), more detailed rules, and more amazing artwork by Paul E. Niemeyer. You need to have the Attack! game in order to use this expansion.

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VIKTORY II: A Fast-Paced Game of Strategy and Conquest Review

VIKTORY II: A Fast-Paced Game of Strategy and Conquest
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Great game. Fast, simple, and very strategic. Random map setup allows for different play every time. The pieces are gorgeous, very nicely done. I bought the game and have loved it. Unfortunately, I don't get to play it as often as I would like.
The components are top notch. The hexes are a nice thickness, and the plastic pieces are just wonderful! People always like to play with the ships and cannons while they wait for their turn.
Exploration is very fun, seeing how the map turns out. We always remark on little features of the map. Peninsulas, islands, bays... You explore the map as you go, so each game is different.
I like that you don't produce units every turn, which rewards those who sit back. In this game, there are lots of benefits to attacking. You get bonuses for types of troops, not troop number. All these little mechanics fit together very nicely and create a very enjoyable game. You don't get rewarded for sitting back and defending your little piece of the land.
Key points I like:
Exploration - New map every time, plus the fun of finding it out slowly.
Unit Production - You get certain units depending on what type of terrain you built on. It's very easy to figure out if you are under/over what you should be.
Battles - Unit types count, not amounts. Get one of each type of figure, not simply piles of infantry.
Simple - Each unit has a few key abilities, very simply done. Cavalry move faster, cannons shoot long range, frigates transport.
It's a great game for the price. You get lots of plastic army figures, hex tiles, and lots of replayability and fun.

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Introducing VIKTORY II®, the Fast-Paced Strategy Game that Allows You to "Conquer the World" in 1-4 Hours, With Simple Rules, Hundreds of Detailed Miniatures, 180 Modular Map Hexes, and Aggressive Gameplay...A light wargame that lasts 1-4 hours, VIKTORY II features simple rules, 807 individual game components, and an aggressive style of play that avoids inaction and turtling.VIKTORY II is loosely based on 19th century warfare and supports up to eight players fighting for game domination, either through direct player elimination or alternately through player subjugation.Each player has custom designed infantry, cavalry, artillery and frigate units waging war upon a modular hex map comprised of mountain, forest, plains, grassland, and water hexes. The modular map is scalable and customizable, allowing larger or smaller maps to be played for either longer or shorter games.During the game, players explore the map by moving units and building towns and cities. When they encounter other players, fighting begins. Combat is fought through dice rolling based upon the number of different types of units engaged in battle, the terrain being fought upon, and the presence of a town or city.The fighting units are maintained by towns and cities through a unique support system, and gained or lost as their supporting towns and cities are built or captured.

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Axis and Allies Minis 1939-1945 Booster Review

Axis and Allies Minis 1939-1945 Booster
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At first I was upset that they changed scale with these newer sets in the Axis and Allies game. I had bought some of the previous packs and the new vehicles are much bigger. However, I discovered that the new vehicles are full 15mm scale. The previous vehicles were smaller than 15mm, though the soldiers were 15mm. Now that I've gotten over the change, I love the new sets. They are much more compatible with other standard 15mm mini games, like "Flames of War" or Two Hour Wargames' "Nuts!". The quality is pretty good for prepainted miniatures. I will be buying a lot of these. Do be advised though that the airplanes are still a smaller scale than 15mm.

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Roll Across the Battlefield and onto Victory!Get you and your friends into the all-new Axis & AlliesTM 1939-1945 expansion. With 60 authentically detailed miniatures, gamers, collectors, and history buffs will be able to do battle in World War II. Fast-paced and action-packed, this exciting miniatures game will let players recreate historical battles or go head-to-head in competitive warfare that rages across massive 20"x 30" battle maps.Each Axis & Allies 1939-1945 Booster Pack contains 5 prepainted plastic miniatures with stat cards.

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Axis & Allies Miniatures Game North Africa 1940-1943 Map Pack Review

Axis and Allies Miniatures Game North Africa 1940-1943 Map Pack
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Now first off, I am a major Axis & Allies fan. I play both the widesweeping Axis & Allies 1942 (originally I played the Axis & Allies Revised game) and Axis & Allies Miniatures game. I also own some of the Naval Miniatures, but find that I do not enjoy them as much as the Land Miniatures.
I do, however, try to be frugal with my booster buying, always wanting to find the best deal, even when I am asking for them for Christmas. Which brings up odd thing, I own no North Africa units. I own some that were in other packs, but none from the North Africa line. Yet on Amazon.com, the North Africa map pack was the best deal.
It was rather odd asking for some plastic coated pieces of paper, but I knew that the new maps would change the dynamics of play, as the three double-sided maps had desert on one side and jungle on the other.
But ach! I was rather disappointed in some ways. For one thing, the makers could have spent a little more time in simply using a spell checker for their new terrain-specific rules. The terrain rules themselves were very good, but spelling errors were throughout (assult?!) and little things I didn't expect, like Vehicles being told that they had cover on a 5+ roll in jungle hexes - terrain impassable for them - and unclear rules regarding barrens. (However, at the maker's website they have a very good comprehensive terrain chart that clears things up.) Then also, no information on where to place objectives was provided, forcing me to choose hexes on my own, trying to be as fair and realistic as possible. This might not be so bad for someone who plays mainly scenarios, but it was annoying for me, a standard battle player.The scenarios, however, seemed good, though I don't play scenarios. Nevertheless, on top of requiring many specific units, one of them required the players to put three maps together, something requiring a very large table. Then too, no jungle scenarios were provided, only desert ones.
Well, now that I have thoroughly played down this product, on to the good stuff: The maps themselves were amazing. If you only own the maps that came with the 1939-1945 Starter, this will be no more of the same. The desert maps are great, forcing the commanders to think much differently (fancy tank manuevers galore) and for me, an infantry endgame nut, the jungle maps were extremely interesting. I found myself slugging it out in the jungle more often than the desert, something I didn't expect. Indeed, the maps themselves nix any of the other defects. A little research online, and the text errors are cleared. A little creativity, and the objective problem is solved. The maps are well worth any extra effort you have to put in.

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Battles rage across the sands of North AfricaConduct operations in the desert terrain of Tunisia and Egypt with the North Africa 1940-1943 Map Guide. This companion item to the North Africa 1940-1943 expansion will equip players with battle maps, scenarios, and terrain specific rules to conduct battles fought between the Axis & Allied forces in the North African theater. Additionally, each map will offer jungle terrain on its opposite side for use in Pacific theater battle scenarios. Battle scenarios challenge players on either side of the battlefield, putting tactical skills and strategic planning to the test. Large double-sided battle maps feature detailed artwork and allow players to make use of maneuverability and tactical placement of their units.North Africa 1940-1943 Map Guide Contains:· 3 full color, double sided, 21” x 30” hex maps with desert & jungle terrain· 2 North Africa 1940-1943 expansion battle scenarios· North Africa 1940-1943 set list insert

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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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Axis and Allies Minis 1939-1945 Starter Se Review

Axis and Allies Minis 1939-1945 Starter Se
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Although I didn't purchase this from Amazon, I do own the product.
Pros:
- Nice looking pre-painted 15mm miniatures
- Quick setup
- Easy to learn
- Games can be played in 60 minutes or less
- Many free downloadable maps and scenarios both from Avalon Hill and the user community
- Expandable via map and booster packs so game play never gets stale
Cons:
- The starter set includes more Allied pieces than Axis, giving the Allies a significant advantage
- Most of the downloadable scenarios cannot be played with just the starter pack units
- Booster packs are expensive for the number of units you get ($11 to $15 dollars for five miniatures)
Being new to Axis & Allies, this seemed like it would be great little game and I am not disappointed. Whereas the board games are more strategic, this is more tactical which I like. In addition, games can be played in around 60 minutes as opposed to 2 to 5 hours for some Axis & Allies board games. It comes with 10 detailed 15mm miniatures, each having a corresponding card that shows its cost, year available, defense, speed, weapons range and any special abilities it may have as well as a little trivia about the unit. The starter pack comes with the following miniatures:
Axis:
- German Panzer III Ausf. F (Tank)
- German MG 42 machine-gun team (Soldier)
- German PanzerFaust 30 (Soldier, anti-tank)
- German Mauser Kar 98k (Soldier, rifle)
Allies:
- British Cromwell IV (Tank)
- Russian T34/76 (Tank)
- U.S. M4A1 Sherman (Tank)
- U.S. "Red Devil" Captain (Soldier)
- U.S. Bazooka (Soldier anti-tank)
- U.S. M1 Garand Rifle (Soldier)
Also included in the box are:
Rulebook
Quick start guide
Eight dice (six sided)
Damage counters
Two double-sided maps that may be used separately, or be combined to form six different configurations
The starter pack does not come with any scenarios probably due to the limited number of units. The rulebook simply recommends you setup some skirmishes using the units included in the box. This will help you learn the rules and flow of the game. There are a ton of downloadable maps and scenarios from the Wizards of the Coast website ([...]) but most I have looked at require more units than the ones included in the starter pack and this is where the game can get expensive. To get the most out of this game (as in any collectible miniature or card game) you need to purchase booster packs. You can buy booster packs from eight different sets, each set containing from 48 to 60+ miniatures. Each booster pack contains five random miniatures from that set. At about $11 - $15 a pop, you can see how this would add up quickly. The good news is that there are websites out there that sell the individual units from each set. Although some of the rare units can be upwards of $10 to $11 apiece.
Overall Axis & Allies Miniatures is a fun game to play if you like unit level tactical combat. As long as you are prepared to make about a $50 to $60 investment beyond the starter pack price, you can have a game of almost infinite re-playability with collectible miniatures to boot. As you purchase more miniatures and map pack expansions, the game just gets richer, more varied and more fun.


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Roll Across the Battlefield and onto Victory!Get you and your friends into the all-new Axis & AlliesTM 1939-1945 expansion. With 60 authentically detailed miniatures, gamers, collectors, and history buffs will be able to do battle in World War II. Fast-paced and action-packed, this exciting miniatures game will let players recreate historical battles or go head-to-head in competitive warfare that rages across massive 20"x 30" battle maps.Each Axis & Allies 1939-1945 Starter Pack contains 10 prepainted plastic miniatures with stat cards, 2 double-sided maps, 8 dice and a rulebook.

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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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Axis and Allies Europe 1940 Review

Axis and Allies Europe 1940
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Axis & Allies Europe 1940 uses the same game mechanics found in Pacific 1940. Like Pacific 1940, you will find many more territories and sea zones than those on the 1942 map. Germany & Italy face the Soviet Union, UK, US & France (briefly). My first impression after setting up the board was that Europe was way too cramped (like 1942 edition). You quickly realize that France isn't long for the war and a turn or 2 later will have Germany up to its old antics in the east. The Sea Zones around UK/Germany are pretty small as well. The use of marshaling cards or task force markers would be helpful if the UK or Germany is building a large navy. I really like Italy in the Europe 1940 and the Global game compared to their appearance in the Anniversary Edition. I believe that Italy played correctly will be more of a factor in many games.
GAME MECHANICS
If you are unfamiliar with the mechanics of Pacific 1940, I recommend you read my review of Pacific 1940. To recap, both games utilize the 2 new unit types (Tactical Bombers & Mechanized Infantry), Air/Naval Bases, Minor/Major ICs, Convoy Zones, 2 hit Capital ships (Carrier & Battleship - that need repairs @ Naval Bases), Scramble (Airbases on islands), new costs for Tanks ($6) and Carriers ($16). The Political Situation is still a big factor and National Objectives give most powers an opportunity for a boost to income.
Europe 1940 also adds a couple new wrinkles that Pacific 1940 does not have.
*Optional rule: German subs in a convoy zone cause 3 IPC loss instead of 2.
*Narrow Straights: The use of the Panama & Suez Canals have always been dependent on who controls the adjacent territory or territories. Europe now adds 3 new areas to the mix, these are called narrow straights and their use, like canals, depends on who controls the adjacent territory. The straights of Gibraltar can be used by the side that controls Gibraltar; the Danish straights can be freely used by the side that controls Denmark and the Turkish straights used by the side that controls Turkey. This offers an extra step of protection to those powers that have territory on the other side and should allow them to spend more IPCs on their front lines and less on defense of the areas that are not contested as frequently. Another factor is allowing the use of a straight or canal by a power on the opposing side that you are not at war with. The controlling power can approve or deny such a request...although denying such a request may be fightin' words.
*Neutral territories: There are now 3 types compared to the one that Pacific included. They are: Friendly, Unfriendly & Strict.
Friendly Neutrals can be moved into by your power/side during the non-combat move and an infantry army (number of infantry listed in territory) of your power is placed into that territory and may be used by your power in future turns. You also place a control marker in the territory and any IPCs are added to your total.
Unfriendly Neutrals can be invaded and conquered in your combat move. The opposing army consists of the number of infantry listed in the territory and remains in play should you not win the battle or retreat. You place a control marker (if conquered) in the territory and any IPCs are added to your total.
Strict Neutrals can be controlled by either side after a battle against its army in your combat move. The caveat is that all other strict neutrals now become friendly to your opposing side for the remainder of the game. While this doesn't make a difference for you to invade other strict neutral territories anywhere on the board in the future, it does give your opponents some opportunities to possibly utilize some IPC and infantry boosts. Will that potential shortcut or IPC pickup be worth giving your opponents free troops & income?
GAME COMPONENTS
Europe 1940 contains pretty much the same components as the Pacific; it does however include a board for tracking income and technology (for Global game). The quality of the pieces are as to be expected, very good. One of my boards was not cut straight and leaves a slight gap when mated up to the Pacific board. Not a big deal, but I would've liked to have had no gap. There is also a noticeable Sea Zone color difference between Pacific and Europe boards and surprisingly between the two Europe boards which is really only noticeable where each meet. I was surprised about the Europe boards but I work in the print industry and understand how easy it is to have an ink mix issue, though. It is nice to see the Soviet Union have its own Carrier mold as well as France as a playable power. I was disappointed that R&D tokens were not included, even if it is only used for the Global game (it just would've been a nice touch).
GLOBAL GAME
This is far and away my favorite way to play Europe/Pacific 1940, but be ready for some long war gaming action. The biggest issue I see for people is the large board size, the two boards combined are 70" long and 32" wide. Setup is essentially the same as setting up each game with the addition of an ANZAC infantry in Egypt and 18 Soviet Union infantry in East Russia (6 apiece in Buryatia, Sakha & Amur). There is a separate list of National Objectives, but they are largely a mix from both games. Technology can also be used; they are mostly similar to those found in the anniversary edition with a few changes. Another thing to note is that the UK must keep the income it generates in the Pacific separate from Europe, and vice versa. The Axis capturing India will give them the UK's Pacific IPCs, but not their Europe IPCs.
SO WHAT AXIS & ALLIES GAME(S) SHOULD I GET?
All in all I recommend Europe 1940 to any Axis & Allies or wargaming fan. I prefer a game of Europe 1940 over Pacific 1940, but most of all I like combining them to play the Global game over either individually. The biggest potential downside to Europe/Pacific/Global is also what makes is great, the political situation. Some powers (like US) may be sitting around waiting for combat longer than they want if the Axis decides to bide their time and amass their troops. The Anniversary Edition is great, and also impossible to find at a reasonable price...so it's pretty much out. I like the classic feel to the 1942 edition, but seeing the same strategy or two play out EVERY game has soured my enthusiasm for it. If you and your gaming group don't mind details, Europe & Pacific 1940 are the games to get; these two provide 3 game variants. The rules are definitely more intensive than the 1942 or Anniversary Editions, but so far I think the 1940 series makes for a more balanced game with a variety of ways to execute your strategy.
Happy Wargaming!
Update 3/15/11: Much has changed the last few months regarding the rules of the Global game since Europe 1940s release. Eventually these changes will become official and printed in an update rulebook. Until then you can check out these changes at the "Harris Game Design" website, search for "Alpha+.2" in the Global 1940 section of the forums. The last change was 1/13/11 and Larry has been updating his opening post if additional changes are made. I have been playing test games as the new revisions come out; Global is now more balanced than before and the opening moves for some powers require a bit more planning (UK vs Italy).

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With the invasion of the Low Countries and the allied evacuation from Dunkirk, the German army is poised to march on Paris. Axis and Allies Europe 1940, designed and developed by Larry Harris, builds on the success of the acclaimed A and A Anniversary Edition. France appears for the first time in Axis and Allies and will represent a new playable ally.Italy will be included as a second Axis power along with Germany.The UK, USSR and the US find themselves vulnerable at this early and uncertain point of the war. Two new combat units that debuted in Axis & Allies Pacific 1940, Tactical Bombers and Mechanized Infantry, will also appear in this game.Axis and Allies Europe 1940 will feature an oversized board that measures 35" wide by 32" high.With over 550 combat units, deluxe game components and local storage boxes, this game will raise the standard established by A and A Anniversary Edition.All new rules for neutral nations, naval & air bases, and convoy disruption will add even more depth and historical accuracy to this giant game.Finally, this deluxe theater-level game is designed to play together with Axis and Allies Pacific 1940. Together these two games will create the greatest Axis and Allies experience to date, with a combined board measuring5\' wide by 32" high and over a thousand sculptured combat units. Both games are designed to play alone or together to offer the 2-6 player global 1940 scenario, complete with weapons development, and national objectives.

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