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Axis and Allies is back and better than ever. This review assumes that the reader is somewhat familiar with the classic A&A game. I have also played Axis and Allies Europe and Pacific and will refer to them throughout the review. I'll cover the new pieces, map, some rules changes and special optional rules included in the 2004 edition.
First off is the new pieces included in the game. Artillery and destroyers are in this edition. Players of A&A Europe and Pacific will be familiar with the pieces as they were introduced in those games. Artillery attacks and defends on a roll of two or less and increases matching infantry to an attack value of two as well. Destroyers have an attack and defend value of three. Destroyers may also do "combined bombardment" otherwise known as shore bombardment like battleships if the players get that option during the develop weapons phase of their turn. I like to give all players this option for free because it increases the worth of destroyers and makes amphibious assaults more interesting. Also, all the pieces are historically accurate; no more generic looking pieces(i.e. the German tanks are huge).
The map has also been changed in the 2004 version. The Sahara desert blocks some movement through Africa completely. Neutral countries to the north of India block most movement in that direction. In this version, no pieces may cross neutral areas at all. The map also seems to prevent Japan from easily marching across the eastern side of Russia. Also, there are more sea zones so some travel is hampered by longer routes across those zones.
One complaint I have about this edition of A@A is that there are no areas in which to store pieces. There is only one small plain cardboard box. In the classic A@A, there was an area for each type of unit in styrofoam containers. I highly recommend the use of plastic lunch bags in which to store the units for each power.
Some of the new rules changes in this edition are as follows. Fighters only cost 10 I.P.C.s and sircraft carriers are only 16.
Transports can now carry any land unit plus one infantry. Tanks now attack and defend at three or less. You can now have more than one antiaircraft gun in a territory at once but only one can fire. Fighters can be built directly on aircraft carriers. Ships may be placed into "hostile" sea zones. These are but a few of the new rules changes. There is a whole pamphlet included in the game detailing everything that has been changed.
Advanced players will love the new rules options. Straight from A@A Pacific is a rule that allows the U.S. to use marines and have airbases from which to launch attacks. Also, Russia can now physically move their industrial complexes east as the game progresses. Russia can also declare a severe winter in which their infantry defend at three or less. The United Kingdom can use radar to give a two or less chance to hit incoming aircraft.
The U.K. can also start with a colonial garrison or one additional industrial complex. Japan can now use Kamikaze fighter and Banzai infantry attacks. Germany can use fighters as dive bombers and attack another nations I.P.C.s and use "wolfpack" tactics with multiple subs attacking with a score of three or less. Each power has six new rules options; I've just covered two for each.
The major change in play in this edition is the introduction of victory cities. There are twelve cities through which the game can be won. A minor victory comes by winning eight cities, a major victory comes with ten and a total victory comes by controlling all twelve cities. Victory conditions are set prior to play. The Axis now has a chance of winning expecially if the minor victory condition is chosen. If the Axis controls its starting six cities and captures only two cities, like the fairly vulnerable Calcutta and Leningrad, they can win the game. The victory cities inclusion makes things much more interesting during play.
I've played this game four times and the Allies have emerged victorious three times but once the Axis got a major victory. Germany starts off in West Russia in this edition, right on Moscow's doorstep. Japan starts with a major fleet in the East Indies ready to attack Calcutta. On the other side, the United Kingdom has a small fleet at India and a sub and transport at Australia. The United States is set up to attack Africa and Operation Torch seems very possible. The Russia attack on Manchuria is also likely if the Russia player moves their industrial complexes east.
In the final analysis, the 2004 version of Axis and Allies is definitely worth purchasing for longtime fans. Anyone interested in a world war II board game should check this game out. The game takes lessons learned from the original game, Europe and Pacific and combines them into a great game.
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