Axis & Allies

New Edition

Reviewed by Matt Costello

Milton Bradley Co. 1500 Main Street Springfield, MA 01101
Release Date: October, 1984
Complexity: Beginner
Gamemaster Series No. 4423
Price: $25
Solitaire Suitability: Good
Rating: *****

Re-fighting World War 11, as any war gamer knows, can be a lifetime's work. Whether the clash of armor at Kursk or the bloody landings at Normandy, complex simulation games offer an opportunity to change history Now, with this simple, engaging game, everyone can have a go at world domination.

Axis & Allies is unquestionably ambitious. it portrays all the theaters of World War II, from Japanese subs off the coast of California to the Luftwaffe death-duel with the RAF. Besides the great land battles of the war, this uncomplicated game depicts amphibious assaults, submarine warfare, fighter combat, and experimental research. I'm delighted to report that it all succeeds marvelously.

Physically, the game is a joy to behold and handle. The map of the world is shaded according to the country that controls it at the outset of the game, Spring 1942. The board is divided into sections reminiscent of Risk. There's industrial Production Certificates, a form of money in the game, which is used to produce the various fighting units. A helpful National Production card keeps track of each country's current production value, while another well-designed reference card gives the setup for each player and the complete action and combat sequences. There's also a battle board that helps the attacker and defender line up their forces according to their respective strengths. The rules book is a model of effective rules writing with a multitude of examples to answer any questions.

But all this fades from the mind when you see the real treasures of the game ... the five trays filled with plastic fighters, tanks, bombers, aircraft carriers, battleships, transports, anti-aircraft guns, and factories ... enough for any clever member of the Axis or the Allies to conquer the world. While the board may at times get cluttered, as Russia counterattacks against Hitler's "Fortress Europe," it's a thrilling sight to see, and a great change from the more austere and abstract counters of most war games.

Of course, all this would be for nought if it didn't have a "game" behind it, Fortunately it does-an intriguing game with the possibility for some pretty strange things happening. I found myself going back to the game to try out just one more "what-if" scenario. You'll be surprised to see what happens if Japan should invade Mexico. With a bit of planning, you can get Hitler's Operation Sea Lion off the planning boards. As soon as one game was finished, I started planning my global strategy for the next one.

The rules book, written with an awareness that the game is a bridge to the world of complex war games, does a terrific job of explaining how to play The language is clear and the examples helpful. Appendices at the back illustrate a complete turn for Japan and several key moves are illustrated.

For experienced wargamers, there won't he anything difficult here. The five countries proceed in order with a six step "Action Sequence." New, weapons are developed and replacement units purchased. Units entering combat move and then combat is resolved. Other units can then move and newly purchased units can then be placed in any region where the country owns a factory. Each occupied region provides income which is recorded on the National Production Chart.

Combat is a simple process, but quite exciting. Each attacking and defending unit rolls to "hit," with certain units scoring hits more easily Some units, such is infantry and fighters, are more powerful when defending. A side taking a hit chooses which unit to lose. There are also rules covering bomber runs, anti- aircraft fire, submarine sneak attacks, rocket warfare, and support fire from off-shore battleships.

Strategy and planning are all important. No side can afford to attack everywhere. You must decide on a strategy, plan your newly developed units around that strategy and try to keep your master plan secret as long as possible. One can easily see why Hitler attacked Russia. An amphibious assault on England is hard to coordinate (let alone keeping your transports afloat), and Russia seems so tempting. Perhaps, you think, Russia will gobble up your forces- but then you can get Japan to join the attack, and Moscow will surely fall. That is unless America invades Asia-and on and on.

It should be pointed out that Axis & Allies is undeniably a game, While a giant step from Risk, it's not Drang Nach Osten. It's a great deal of fun with a nice historical "feel" to it. But its not a detailed simulation, and I, for one, am glad of it. Not only can Axis & Allies introduce people to the world of war games, its also a highly enjoyable way for anyone to confront some of the critical decisions of World War II.

Don't be surprised if you find yourself eagerly coming back to this game with a new plan each time you play And who knows? It just might be the plan to change history.

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