Great strategy game for casual wargamers.
Written: Dec 02 '02 (Updated Dec 07 '05)
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Pros: Replay value, beautiful miniatures, 5 players.
Cons: Playing time and setup time, game may stagnate if new strategies aren't implemented.
The Bottom Line: Give Axis-&-Allies a try with 4 friends and never look at strategy games the same again. If you don't own A&A yet, buy the newer updated A&A Revised now available.
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| openroad's Full Review: Avalon Hill Axis and Allies Game by Avalon Hill |
Axis and Allies Classic
Publisher: Milton Bradley Gamemaster Series
Release date: 1987
Street Price: $40 - $50
Game Details: 2-5 players
Ages 12 and older
----- Introduction -----
I was first introduced to Axis and Allies way back in 1995 at the age of 17 when my best friend got it for Christmas. We played our first game that night, and managed to misunderstand about 40% of the rules. It was still a blast to play, just using the little miniatures to play large scale G.I. Joe.
Over the last 8 years I have been amazed at the depth of this game, and the strategic variables within the game. You can play it as just a dice driven slugfest between the Axis and the Allies all the way to planning 3 or 4 moves ahead with your team mates in a grand strategic vision. That vision usually doesn't last more than 2 or 3 battles, which is very realistic considering it's a world war.
The board and pieces are highly detailed, with over 250 miniatures. Pieces include infantry, tanks, fighters, bombers, battleships, transports, aircraft carriers, submarines, factories and AA guns. Moving around all this stuff is a blast, with battles occuring when territories are invaded.
----- My Playing Comments -----
Setup is time consuming. Each nation has a card with detailed lists of each territory and the units that are to be placed on it. Expect to spend between 15 minutes to 45 minutes depending on how much help you get.
Germany is the powerhouse here, with Japan playing 2nd fiddle. Germany is perched on the border of Russia and ready to invade. Meanwhile Japan is sailing towards Pearl harbor with the USA loaded up with money but lacking readiness for battle. It's into this mix that you and 4 friends are tossed, the outcome of the war is up to you! The Axis must strike hard and fast, they can only win if 2 Allied capitols are under their control for a full turn or they get to an IPC cap and declare economic victory. This is possible if they capture large amounts of territory and the resources they produce. IPCs are the currency of the game and stand for Industrial Production Certificates.
The only trouble with the game is the time required to play. This is always a summer, Thanksgiving or Christmas game for me and my friends. Game times vary from 5 to 10 hours... sometimes stretching into 2 day extravaganzas.
As a wargame this leans toward the easy side, and while it's not a pick-up-and-play type game it can still be taught relatively quickly. I don't recommend playing with less than 4 players, since each nation needs to be thinking for themselves to survive. Play balancing is quite good, and in our gaming circle the Axis tend to win about 60% of the time. History seems to be in question, but mostly it's the mistakes made on the Allied side that determine the outcome near the middle of the game.
I would urge anyone who likes Risk type games to give this a try, it's so much better you won't go back to Risk.
---( Other game reviews that might interest you: )---
Axis & Allies Pacific
Axis & Allies Europe
Axis & Allies Classic
Axis & Allies Revised Edition
History of the World
The American Civil War Board Game
Settlers of Catan
Settlers of Catan: Cities and Knights Expansion Pack
Thanks for reading and feel free to comment!
Openroad
Recommended:
Yes
Amount Paid (US$): $55 Type of Toy: Game
Age Range of Child: Other
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