A good introduction to Axis and Allies.
Written: Dec 03 '02 (Updated Dec 07 '05)
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Pros: Fast gameplay, depth of strategy.
Cons: Game time and 3 player limitation.
The Bottom Line: A fine wargame for 3 players, short enough to actually finish in one sitting. Unique enough you will want to play again. Can you change history?
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| openroad's Full Review: Axis and Allies Pacific: 2 to 4 players |
Overview
I have been an avid player of the classic Milton Bradley game Axis and Allies for 8 or so years. Many hours and sleepless nights were spent trying to change the course of WWII. It was with great joy I heard that Avalon Hill would be bringing out 2 new games based on the Axis and Allies formula. I brought the new Pacific edition home about a year ago, and have played it roughly 6 or 7 times.
Game description
Axis and Allies takes place during the start of US involvement in WWII and spans the globe. A&A Pacific edition starts around the same time, but on a much smaller scope. The players are reduced from 5 in the full game to 3 in Pacific. Teams are: 1 player as Japan, facing a team of allied forces consisting of 1 player as United States and 1 player as British forces in India and Australia.
Japan is the antagonist, with 3 loaded carriers ready to smash Pearl Harbor. The United States is a superpower financially, starting with 75 IPCs to Japan's 19 IPCs. IPCs are the "money" in the game. Units are purchased using them and they stand for "Industrial Production Certificates." The USA is lacking in military readiness however, and have a huge disadvantage in the first turn when Japan gets a "sneak attack" bonus that forces all enemy units to defend at a dice roll of 1. The Japanese do not have to attack Pearl Harbor if they do not wish to, although the temptation to get what amounts to basically free shots on American battleships is hard (and, arguably, stupid) to avoid.
Speaking of dice rolls, the Axis and Allies series uses are formula different than most games such as Risk and History of the World. The roll you are always looking for is 1, not the 6 most games go by. Unit statistics are as follows: A roll of one will always be a hit, either on attack or defence. Different units get more chances to eliminate enemy pieces by increasing the numbers that constitute a hit. For instance, an Infantry which costs 3 IPCs defends at a roll of 2 or less but attacks only on a roll of 1. Tanks on the other hand which cost 5 IPCs attack with a roll of 3 or less and defend with a roll of 2 or less. The ultimate unit is the mighty Battleship (24 IPCs) which both attacks and defends at 4 and takes two hits to sink. One hit just causes damage, and it is turned on it's side to be considered repaired if it survives the battle.
The units are beautiful, surpassing even the original A&A in detail. There are American Wasp carriers, Japanese Yamato battleships, British Halifax bombers and even little Japanese Type 95 "Kyugo" tanks. Zeros, Spitfires, Hellcats, Lightnings, Bettys and B-17s round out the aircraft types. There are also Iowa and Royal Oak battleships, Liberty and Maru transports, Johnston and Fubuki class destroyers and many others. The units for each nation have a different look that makes battles for territories that much more realistic.
Victory is only available to Japan in two ways. Either capture the capitol of India, Australia or USA and hold it for one complete turn. Or collect 21 "victory point" that are awarded for IPC collection. Every 10 IPCs Japan collects at the end of a turn is worth 1 VP. If they end with 27 IPCs they only get 2 VPs. If they manage to get 31 IPCs they will get 3 VPs. This means Japan must attack hard and fast to gain maximum territory as soon as possible. If they do not hit 3 VPs a turn several times in the beginning, the overwhelming IPC production of the United States will crush them before 21 VPs are reached.
There are numerous additions to the game that improve on the already excellent Axis and Allies rules. Here are a few of many: Harbors now allow ships to move 3 spaces when they begin a turn in a sea space with one. Airfields eliminate the movement cost of leaving the landspace and entering the sea square. Artillery adds 1 to the attack of Infantry when used in a combined assault. Subs may submerge, Air patrols can intercept bombing raids, and many more small changes.
Final comments
If you have never tried any of the Axis and Allies series, this is the one to start with. It's a very action oriented game, with large battles between all 3 players. Each nation plays very differently, with subsequent plays feeling very different if you change nations. The board is beautiful, pieces are intricate, and the challenge to change the course of history is irresistible. Can you defeat Japan quicker than history states? Can you as Japan take and hold enough territory to reach your VP goal and sue for peace?
The game time is quite long, but not near what Axis and Allies can be. Typical games last 3-5 hours with setup times in the 15 minute range. Easily playable in an afternoon/evening.
Ease of learning: 7
Replay Ability: 8
Strategy involved: 7
Game quality: 10
Overall: 9
---( Other game reviews that might interest you: )---
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$): 39 Type of Toy: Board Game
Age Range of Child: Other
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