Axis and Allies

New and Improved

By Lee Enderlin

What would a popular war game look like if it were produced by a large game company? Gamers get a chance to find out with the Gamemaster Series from Milton Bradley Co.

The original production of AXIS & ALLIES by Nova Game Designs had established its popularity in the adventure gaming hobby, but to realize its potential in the mass market required more resources than Nova had available. Thus, in the fall of 1983, the rights to the game were licensed to the Milton Bradley Company which wanted to produce a game that bridged the gap between the two markets.

The basic system remained essentially the same, but the graphics and components were completely reworked. All the changes were overseen by the game's designer, Larry Harris, who has accepted a position with MB. MB plans to produce AXIS & ALLIES and two other of his own previously published games, BROADSIDE AND BOARDING PARTIES and CONQUEST OF THE EMPIRE (originally SIX CAESARS) as part of their "Gamemaster Series."

COSMETIC CHANGES

Nova's cardboard pieces could still be used, but I suspect most players would prefer to use MBs molded styrene miniatures of tanks, infantry; ships, fighters, bombers, factories, anti-aircraft guns, subs, transport ships, and aircraft carriers. Following adventure gaming convention, Nova printed the combat values on the counters. However, MB didn't have that option available with plastic pieces, so they provided a "Battle Board" that list: unit values on attack and defense and also provides a convenient platform upon which to conduct a battle off the map itself.

Although the pieces look terrific on the map, are molded in each countrys basic uniform color, and are a lot more fun to use, they come on trees just like plastic model kits. Taking them apart before the first game is a tedious and painstaking task. A styrofoam tray holds the pieces, twelve dice, nickel-size cardboard province control counters (replacing Novas tiny flags) and red and white poker chips that act as generic unit counters.

A very clever touch is that each country's infantry pieces are accurate, detailed renditions of that nation's uniforms including the unique Japanese leggings. To appease mass market sensibilities, the Nazi swastika has been replaced with the German national cross symbol.

A production chart is also included for quick reference to current income and special weapons, Tlie setup and unit cost charts are heavy duty cardboard instead of paper. The money has been redesigned and downgraded from denominations of 100, 500, and 1,000 to 1, 5, and 10, respectively

The map is slightly smaller than the original and mounted. Unlike Novas garishly colored and featureless provinces, MB utilized subdued colors and included terrain features such as lakes, rivers, and mountains, etc,

All of this comes in a beautifully rendered, but very large box that is five times the size of the original.

GAME SYSTEM CHANGES

Most of the changes in this area were for the sake of simplicity, a further concession to the nonwargamer. Not many were made, but some were significant enough to affect strategy The number of provinces was reduced by about 30%. Also, fewer units begin the game on the board and starting income is higher. Initial unit placement is quite different; giving the Axis player a substantial edge. The Axis begin the game strong and must strike before the Allies can bring their superior wealth into play. with fewer provinces, the Axis can now conquer large areas more quickly, thus making the Allies task considerably more difficult.

Other changes were not so drastic. Minor revisions were made in the submarine "First Attack" capability; aircraft carrier, submarine, and anti-aircraft combat values; the sequence of play; and the Victory Conditions. The Allies can no longer win an economic victory, but must now capture both enemy capitals. The Axis can win economically as well as militarily, but their requisites are now higher, offsetting their initial advantage.

Also, shore bombardment rules have been added. The most significant new addition is a chart to determine an "Individual Winner," although it is a game of cooperation. The nation making the greatest percentage increase in its national production is declared the "Individual Winner. " The problem with this is that if your own ally is running away with the game, you cannot stop him without increasing the chances of defeat for your team. It is obviously, a concession to the "But someone has to win" concept.

The "Special Weapons" have been altered with Heavy Bombers and Industrial Technology lowered production costs), replacing Atom Bombs and Fifth Columnists.

Unfortunately one of the finer points in the original game, the unique capability of each national army was deleted. if you have access to the original rules, I recommend you use these with M version.

MBs rules booklet is well thought out with clear, concise explanations of the play of the game, map ambiguities, unit capabilities, etc. Each unit has a separate section explaining movement and combat. The new book is larger with a lot more examples than the original; a good idea for people who aren't used to the intricacies of hex maps and zones of control. And that may be the real value of the game in the long run.

For years, the only comparable games were Parker Brothers' RISK with its highly abstracted, but eminently simple system, and The Avalon Hill Game Companys DIPLOMACY (considered too complicated for most people). AXIS & ALLIES closes this gap somewhat and hopefully will entice new players into the more complicated adventure games.

Lee Enderlin is Director of Marketing, Nova Game Designs, and President of MLC Advertising Agency.


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© Copyright 1999 by Dana Lombardy.
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