Axis & Allies Anniversary Edition

Dec 21, 2008 23:32

Played my second game of the Axis & Allies Anniversary Edition (AAAE) today. I've been an Axis& Allies fan for years, getting my start on the Xeno Games variant, World at War, getting my first taste of the real game via the computer version, then having a great time with the various spin offs that Avalon Hill (under Wizards of the Coast, under Hasbro) put out, culminating in the Revised Edition a few years back. Revised implemented some changes first addressed in A&A: Europe and Pacific and I saw it as a big improvement over the original game- one change that stands out for me is widening of the eastern front, keeping that area from turning into mountains of infantry being built in Germany and Russia.

The AAAE again improves the game. Subs have been further refined to be unobtrusive if a destroyer isn't hunting them. Cruisers have been added as a middleweight ship, allowing bombardments without the investment of a full battleship. All ship costs have been lowered, making the naval game less prohibitive. The Pacific theater has been expanded and increased in importance, while Russia and China have been increased in size, making it harder for Japan to conquer the latter, and less likely that Japanese tanks will be rolling on Moscow. The game also sees the introduction of Italy as it's own player, albeit the weakest of the six. The introduction of National Objectives, bonus income for fulfilling historical goals, can allow Italy to show some strength, as well as providing aid to any nation.

My first game was last week. I took Germany and Italy, our boardgame host commanded Japan, and a third player controlled the Allies. We played with the new 1941 start (just as Germany prepares to attack Russia, and Japan moves in on Pearl Harbor, instead of the traditional 1942). From the start, I was plagued by bad dice rolls while the Allied player rolled great. I made a devestating attack on Russia's border territories to start, but my attack on Egypt (done to soften it up for Italy) saw my units wiped out in the first round without scoring a hit. I also did not eliminate both British transports, which allowed him to take France on the first turn. My Italian units retook it, but that was the first sign things were going bad. My attack on Russia bogged down, and the Allied player concentrated everything against me. Japan was running wild in the Pacific, taking island after island, thrashing the Chinese, and by games end had started crossing the expanse of Russia. It just wasn't enough- mistakes on my part combined with bad dice saw Germany crushed under the combined incomes of three Allied powers.

We took another crack at it today. The original Allied player couldn't make it, but another of our group did. He took UK and Russia, our host decided to try the US, and I would play all three Axis powers. I was able to correct some of my previous mistakes- the first game, I went for a sure thing on destroying one British transport, this time I split my forces and sunk both ships and their escorts, losing a sub and fighter in the process. Against Russia, I concentrated my forces, growing slower, but having better defense. I took some chances also with Japan, gaining a slightly better position. My dice went much better this time, but my tactics were also better. I got to watch as the UK left India defenseless, giving Japan an easy boost in income. The US player did try to check the growing Japanese threat, but he also was needed to make up for UK's shortcomings in Europe and Africa. A dedicated bombing campaign from US and UK did start against Germany in turn 3, but it was too little, too late. Russia had been pushed back, and although my production was slowed by repairs, it would be a long time before US or UK could attempt a landing in Europe. Meanwhile, Japan built its income up into the 60s, about 15 points higher than the US. With the US Pacific fleet unwilling to engage the Japanese fleet, Japan dominated the Pacific and was able to conquer China and invade Russia. When the game was called in my favor, I had direct routes to Russia from Japan, as well as a line for Italian tanks to come up from Egypt. The build-up of an infasion force for Germany to attack Britain was slow going, but it was going.

AAAE is certainly a different game from earlier editions, and we're still learning what works and doesn't. I am glad we've achieved both an Allied and and Axis victory in our plays so we at least know it's possible. Next game, I think I need to try it from the Allied side- see what happens, for example, if Britain doesn't just roll over for Japan.

board games, axis&allies

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