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Axis & Allies Anniversary Edition » Forums » Reviews
A long absent A&A player returns to the game
I first owned and played Axis and Allies 20 years ago in middle school, and I played the snot out of it. It was a constant gaming choice for my brother and I and our friends. This continued with a minor drop off in frequency in high school, and a steeper drop off in playing time in college (my college gang wasn't as into it as I was). And that was it. I played countless times over those years and basically burned out on A&A. I decided that there were no more surprises in the game, I knew the optimal moves of all five countries, yada yada yada, and I never felt the desire to play again.

So flash forward 10+ years since college, and here I am, a fully converted Eurogamer, (Imperial, RR Tycoon or Power Grid anyone??) and I find here on the Geek that A&A has a massive new edition coming out. Ack...flashbacks! I never felt compelled to check out all the expansions, (Europe, Pacific, etc.) or the revised A&A. I figured I was done with that gaming world, but the more I read about Anniversary Edition the more I realized I was drooling over the potential. So I caved, ordered it, and just unpacked and played it this weekend. Here's what a former Milton Bradley A&A player thinks. I can't provide any comparisons or contrasts with the subsequent spin-off games, but maybe there's others of you out there like me, that walked away for a long time, that this review would be helpful for.

COMPONENTS
Board:
8/10
The board's artwork is top notch and I like that the board is not a tri-fold. My original A&A was held together with scotch tape at the folds by the end of it's life. I also like the addition of a mobilization zone on an out of the way part of the board where players can hold their purchased units until it's time to place them. No more mixing up casualties coming off the board with the pile of units by your tray waiting to go on. Smart. My only complaint is what I've seen other people mention, warpage. The board stock seems a tad thin (though by no means flimsy!) and susceptible to temperature and humidity changes. Warpage wasn't too bad but was noticeable. I'll just make a point of putting the game board in the bottom of the box under the player trays and other components and hope it doesn't get worse.

Pieces:
8/10
Here's where the game shines. What more needs to be said than what you all know? Almost every unit type is individually molded by country, so every army has a unique look and feel. Very nice! And I just have to say, the German army, which is molded in black, looks absolutely bad @ss. I think playing with these pieces too long may darken your soul and give you urges to seize a neighbor's house in the name of "living space." And their tanks! Germany's tanks are formidable compared to the others powers. I'm going to rubber band the German tray shut. Otherwise I think the tanks may climb out while in storage, climb into the other nations' trays, and give wedgies to the poor little English and Russian tanks. Also, if you haven't seen a copy of this game newer than 1986, you'll probably have a little nostalgia when you see the original 5 powers’ infantry are based on the same molds. I wouldn't have guessed. But now I wonder how long until my first Japanese infantry has his delicate little bayonet snap off.

I have to knock the ships a little though. I think it will take a few games to have the sometimes-subtle differences between some powers’ battleships and cruisers or cruisers and destroyers become more obvious. There were several times during our game where one of us would point at a lone non-battleship and ask, “Is that a cruiser or destroyer?” And the owner couldn’t tell either. We’d have to dig one of each out of the tray and play shape matching. The cruisers are 1 or 2 mm longer in most cases, so we had to side-by-side compare to verify. By the end of the game I was starting to get the visual differences for some of the powers, but not all.

One last thought about the pieces. I like that unlike the MB edition, each country has different numbers of different types of units. Russia has more artillery than anyone else; Japan has more battleships; UK and America have more bombers; etc. I know that's not much of a limit with the white and red chips, but it's still a good touch. It indicates the historical focus of each power's military and gives players more of the types of units they’ll find themselves purchasing anyway.

Other Components
7/10
The rest is solid but unremarkable. The battle board concept hasn't changed in 20 years! Well if it ain't broke I guess... The IPC tracking and weapons dev chart looks nice. Updated and enlarged, no complaints. Rulebook is clear and concise. Only one bad note, the money is only printed on one side! Really?? That’s appropriate for a $100 game?? I want to know who made THAT call. I should have sent them my 100 bucks printed only on one side.


GAMEPLAY
First up, no play-by-play or turn-by-turn breakdown. One of the things I'm looking forward to the most is discovering all the possibilities for each nation's first few turns, and I'm sure most of you feel the same. I’ve been avoiding the play-by-play posts on the Geek for that reason myself. Instead here are my top ten first impressions of the updated game and how it plays.

First: The rulebook states that if you have less than 6 players, the person who plays Germany should be the one who plays Italy. Hmmmmm…. I was assuming that the natural choice would be for the Japanese player to control Italy. Two reasons: 1: It would be more engaging to have the two axis players finally coordinating moves and strategy with each other (face it, they rarely had to when controlling nations on opposite sides of the board). 2: The European Theater was always the primary, high-density theater, so controlling Italy gives the Japanese player a small part to play in that important area. Maybe there's a reason I can't think of that it wouldn't work, but I’ll try it both ways I guess.

Second: With units being cheaper and all the powers having more income, most spaces didn’t become more crowded with units than in the MB version. It seems to balance out with more spaces on the board to occupy. Even the Eastern front, the most crowded front, never seemed too packed. But instead of 4 spaces being battled over, it’s more like 9 or 10. It takes a lot of units to guard every one of them from counterattack and the front was fluid over a few spaces from turn to turn as we struck back at un-reinforced areas. Very cool.

Third: Battleships having a second hit point is huge. Along with costing only 20 IPCs (down from 24), these were popular buys for the naval powers. In one engagement of 4 Japanese battleships and two fighters against a collection of American cruisers, destroyers, 1 carrier and fighters, the battleships collectively ignored the first 4 hits scored against them, and they wiped out the enemy losing only a fighter in the process. Battleships are now the kings of the sea like they always should have been.

Fourth: I really like the Germany/Italy/England dynamic in Africa and the Med. That region is far more interesting than it used to be. It was always a secondary backwater to the eastern front, but with a new power claiming it as it’s back yard, England can’t afford to ignore it for long (as I painfully learned, ugh!)

Fifth: I LOVE the new strategic bombing rules. LOVE LOVE LOVE them. It’s much deeper than the old rules. The difference is that instead of the target losing 1 IPC per pip on the bomber die roll, the target factory takes that many damage markers and can produce that many fewer units per turn. The factory owner can pay 1 IPC per damage marker to remove them, so the formula is the same, 1 IPC paid per pip rolled on the die, but letting the target power choose when to pay allows another level of decision making and game management. I love it.

Sixth: China is a great addition to the game. It’s cool that they’re limited to their own territory and produce nothing but infantry to limit them further, but they produce enough to really be a thorn in Japan’s side. Japan has some of the toughest early decisions to make, pinched between an American fleet and a continent of screaming Chinese hordes. Good Luck!

Seventh: I do enjoy the increased choices in naval vessels. It used to be battleships or nothing for powerful surface ships. And since some powers couldn’t afford them, they went without navies. Now with cheaper but still formidable cruisers, I saw every power float a strong enough navy to project some sea power (except Russia, some things never change I guess). :laugh:

Eighth: Following that theme, I also appreciate the additional weapons development choices, up to 12 from 6, and that they’re grouped so you can choose sea/air or land improvements. It’s logical but with enough randomness to feel right for the game. Heavy bombers dropping from 3 dice to 2 is perfect, 3 dice bombers were instant victory machines.

Ninth: The map feels more “right”. The addition of the Sahara as an impassable strip is perfect, it always seemed wrong that the Axis could ignore Egypt and blitz into southern Africa, grabbing up free IPCs. Now the Brits in Egypt can have something to say about that. Same with the Himalayas blocking India from China, it’s inconvenient for the Allies to have them cut off, but that’s the way the region is. The expanses of low IPC Siberia, while passable, look uninviting to an invader, which just feels right. You’d cover a long distance and be making almost no IPC gains for you trouble. I’d like to see an attempt at a Japanese invasion of Moscow now.

Tenth: Sub’s, Artillery n’ Transports. Subs are FINALLY worth buying. They made them cheaper AND better. Artillery is a must when attacking. The game needed something that makes infantry more than fodder that always misses on the attack. I like that a lot. A transport getting to carry an infantry along with a tank or artillery is great; it more than makes up for their new 0/0 combat stats. On a side note, newest Axis and Allies thrill that my friend and I both reveled in during our first game: noticing an unprotected transport within range of one of your units...priceless.

Side note: My friend and I didn’t play with National Objectives so no comment on this new addition. This was unintentional, we simply forget with all the other new aspects of the game we were absorbing and focusing on. So I didn’t forget to comment on them, I just have no opinion yet, sadly.:blush:

In conclusion, all I can say is if you dig on the old Axis and Allies, there’s nothing here you won’t like (except the 1-sided money, I haven’t gotten over that yet). They just took the game, cranked the knob to 11, and turned it loose.

thumbsupPros: Fun new levels of unit interaction, 2 new powers that really change the old game’s dynamic, more decision making, great plastic detail, nice detailed new map, rules updates work well (bombing, battleships, etc).

thumbsdownCons: one-sided money (seriously?!?!), thin boards might warp up on you, ship types can be hard to tell apart at first, the German units may escape the board and annex your den, and Japanese bayonets are STILL going to snap off.

So go buy it or con a friend into doing so. Promise him the new optional “Resistance: Fall Of Man” rules make the high price worth it or something. By the time he figures it out he’ll be enjoying it too much to care.
Charles Hasegawa
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Thanks for the review - I fall into nearly the exact same camp as you. I too played A LOT in middle school (before moving on to Conquest of the Empire) and had played it to the point of not needing to play it anymore. I too have not played any of the new versions. I too now want to play this version :D
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:D Welcome back! I too placed higher hopes on even the NOW-"Reviled" version, but it was forlorn at that. As for this latest 'rendition', then I'd like it JUST for the 'bits' alone. Have fun with whatever you shall eh?
:what:
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What a great, great, review! This explained all I need to know. It is now a must buy for me. Thanks for taking the time to write this fine review for us all here.
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Bill Eldard
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Thanks for the thorough review, Rabbit. Many of the changes you noted (e.g. artillery, two-hits on battleships, impassable Sahara and Himalya territories, etc.) were incorporated into the "revised" Axis & Allies that came out after Axis & Allies: Pacific, but the new "50th Anniversary" edition obviously has a few new wrinkles of its own.

How's did you find the play balance in the '41 and '42 Starts?
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UniqueRabbit wrote:
And I just have to say, the German army, which is molded in black, looks absolutely bad @ss. I think playing with these pieces too long may darken your soul and give you urges to seize a neighbor's house in the name of "living space." And their tanks! Germany's tanks are formidable compared to the others powers. I'm going to rubber band the German tray shut. Otherwise I think the tanks may climb out while in storage, climb into the other nations' trays, and give wedgies to the poor little English and Russian tanks.

LOL!
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I noticed that you mentioned the potential of the game board warping several times. Is the box large enough to accommodate "reinforced" boards in your opinion? The exceptionally large RRT boards (3 separate pieces) are going to be useless once Rails of the World comes out :)
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Nice review and glad to see you back playing A&A. I share many of the sentiments echoed here and elsewhere that A&A has suffered from the malaise of predictable moves and 'broken' rules. When the Revised came out it looked really good, but being moderately experienced players, a couple friends and i soon saw through the facade and realised, whilst nicer than the classic, it still really lacked that 'something'.

Now maybe the AA50 will also fail to live long and prosper, but i'm hoping this will mark a positive watershed - not got it or played it yet, but from what i've read i'd definitely like to play it. Irrespective of any 'winning' strats or other complaints, I like the sound of some of the new rules - SBRs, new cost of naval units etc etc and it certainly looks like a much fresher approach.

Now - i just need to get to play it!:D
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Quote:
Russia has more artillery than anyone else; Japan has more battleships; UK and America have more bombers; etc. I know that's not much of a limit with the white and red chips, but it's still a good touch. It indicates the historical focus of each power's military and gives players more of the types of units they’ll find themselves purchasing anyway.

Battleship production during WWII:

United States = 8
United Kingdom = 5
Italy = 3
Japan = 2
Germany = 2

In fact, if one goes by number of units built during WWII, the USA and USSR would have a monopoly, between them, on the most of each of the unit types.
Bill Brock
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Great review! Humorous and informative. But I have one question to everyone...about how long would a game with 3-5 players take? 3-4 hours, about like the previous editions?
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Eldard wrote:
Thanks for the thorough review, Rabbit. Many of the changes you noted (e.g. artillery, two-hits on battleships, impassable Sahara and Himalya territories, etc.) were incorporated into the "revised" Axis & Allies that came out after Axis & Allies: Pacific, but the new "50th Anniversary" edition obviously has a few new wrinkles of its own.

How's did you find the play balance in the '41 and '42 Starts?


Only played the one time so far with the'42 scenario. I'm looking forward to trying the '41 setup though. The '42 setup seemed quite balanced, none of the 6 powers got off to an overly quick start, but then neither player had the faintest idea how to tackle all the problems presented to each power at the start. There was a lot of pondering on each turn. Took us about 5 hours before the Axis finally conceded.
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mjfassio wrote:
Is the box large enough to accommodate "reinforced" boards in your opinion? The exceptionally large RRT boards (3 separate pieces) are going to be useless once Rails of the World comes out :)


There doesn't seem to be a lot of spare room, the box is thinner than the old edition. They decided to expand the box length and width to accomodate everything instead (and allow for three larger board segments of course). I read some posts about clipping the boards together at the four corners of the middle board, I'm going to try that myself.
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Bill Brock wrote:
But I have one question to everyone...about how long would a game with 3-5 players take? 3-4 hours, about like the previous editions?


My hunch is that it will, on average, be a longer game, though you can regulate it by setting a low victory city threshold. With more spaces between almost any two points on the board*, but all units still moving the same number of spaces a turn, it'll just take longer for advancing armies and fleets to get anywhere, allowing more time for setting up defenses and counter-attacks. My two-player game took 5 hours to reach 13 victory cities, but the Axis conceded at 12 since the Allies were about to grab another and the tide had appeared to turn for good. I assume that same game will play a little faster when we're more familiar with the new aspects of the game, but add in 2 more players for more talking and strategizing and it could still be quite a marathon to finish.

*It's still only three from London to Berlin, so the bombing may commence immediately. :D
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Thank you for the great review. I am now even more tempted.
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Very good review!!! i was wondering how good the game was for a former A&A player. I am not sure I will take the plunge since I have basically replaced A&A with [GAMEID=30876]. I have to see if I would really get the game to the table. The big plus is that it has a smaller footprnt than The War Game:WWII. All the new additions seem really great! To solve your money problems, ise poker chips....WAY better than any paper money!
Andre Oliveira
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Fantastic review, man!
I was also a heavy player of Axis & Allies here in Brazil, skipped the first ("revised") upgrade, tried the D-Day version (crap!) and the European one (really good! you should try it!) and I am now going home every day hoping the mail has brought the big new edition's box...
The wife will still be pissed though... just like the old times!!
Last edited on 2008-12-06 12:38:46 CST (Total Number of Edits: 1)
Steve Bullock
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As the proud owner of every version of A&A (except the minis collectable game), I am really looking forward to getting this! My copy is on Fed Ex right now, and will be here this week. From what you have written it has been well worth the wait for this updated classic!

I remember so well my first game in 1984 playing the Russians and smashing my troops against the Germans in the Ukraine over and over and over...

Thanks for the fine comments and observations. Looks like it is time for A&A to make its 3rd rivival!
Roger Cooper
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My group is the middle of our second game of AA50. The gameplay is the best yet. Our general opinion is the 1941 scenario favors the Alles
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Thanks a lot for the cracking review - got me genuinely excited about this game!

Just a couple of questions as I've never actually played A&A before...

1. I would only be able to play it with my brother, so does this game work as a purely 2 player affair?

2. And with that in mind, is it too complicated to learn quickly? How long do you think it would take a complete rookie to teach it to another complete rookie? Especially when all the nations would be controlled by just 2 people.

To give you some idea of our gaming level, we both enjoy Memoir a lot and have played Tide of Iron (controversial game but good fun imo) - I would now like to try something more 'global'.

Thanks for your help and, again, for the review!

KPC

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Kungpowchicken wrote:
Thanks a lot for the cracking review - got me genuinely excited about this game!

Just a couple of questions as I've never actually played A&A before...

1. I would only be able to play it with my brother, so does this game work as a purely 2 player affair?

2. And with that in mind, is it too complicated to learn quickly? How long do you think it would take a complete rookie to teach it to another complete rookie? Especially when all the nations would be controlled by just 2 people.

To give you some idea of our gaming level, we both enjoy Memoir a lot and have played Tide of Iron (controversial game but good fun imo) - I would now like to try something more 'global'.

Thanks for your help and, again, for the review!

KPC



I have not played the anniversary edition yet, but I have played the old edition many times so here is my take on your questions.

1. Yes, the game can easily be played with 2 players with no changes to the rules or gameplay. In fact, it should move a lot quicker without any bickering about battle plans or constant yelling at the Japan player to attack Russia. :p

2. The game is simple and complicated at the same time. At it's base the game is like Risk. You buy units based on how much land you have (more land = more money), decide where to put them, move them around, and roll craploads of six sided dice to see who wins.

Where it gets complicated is in all the special rules for the differing unit types. Some move faster than others, some attack or defend at a lower or higher value than others (roll 5+ when defending or a 6 when attacking, etc). Subs can get a pre-emptive strike on naval units but are unable to attack air units. Fighters and bombers can move across the board but need to be able to land in friendly territory at the end of their turn, etc etc. On their own all of these special rules are relatively simple, but when you first start playing there is so much of it that you end up having to look things up a lot.

Having said that, though I have personally never played Tide of Iron, the impression I get is that you shouldn't have any trouble picking A&A up. The game doesn't really have anything in common with Memoir aside from the theme. It's basically like Risk on steroids. ;)
Last edited on 2008-12-11 13:13:03 CST (Total Number of Edits: 1)
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Good review.

Yea, most reviews have no mention of the coloring of the pieces. This was everyone's major complaint, it was hard to tell the difference between the different countries, they're aren't unique enough.

Overall the game is good, it's a lot easier to keep your fleet and is truer to how the war went.

It's an improvement over the old A&A.
Don Moody
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Iskiab wrote:
Overall the game is good, it's a lot easier to keep your fleet and is truer to how the war went.


No A&A game is very true to how the war went.
Playing A&A is like playing Risk with advanced rules, with teams instead of 'everyone for themselves' and with a WW2 backdrop.
But that is all A&A has - a WW2 backdrop.
A&A only has superficial similarities to the actual war.

DonMoody
Last edited on 2008-12-13 16:03:17 CST (Total Number of Edits: 1)
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DonMoody wrote:
Iskiab wrote:
Overall the game is good, it's a lot easier to keep your fleet and is truer to how the war went.


No A&A game is very true to how the war went.
Playing A&A is like playing Risk with advanced rules, with teams instead of 'everyone for themselves' and with a WW2 backdrop.
But that is all A&A has - a WW2 backdrop.
A&A only has superficial similarities to the actual war.

DonMoody


Hi Don:

I know you were a co-designer for A World At War, the latest incarnation of Third Reich (plus the Pacific), and I respect that. I'm a big Third Reich fan myself (3rd edition is my favorite, and the one I currently own). So, with that said, I'm also a big fan of A&A and I'm curious - you have posted this opinion of yours concerning the lack of historical value of A&A repeatedly, and I'm just kind of curious why you feel the need to constantly remind all of us just how historical A&A is not? I mean, OK, it's not A World At War, nor Third Reich, or World in Flames, or even Europe/Asia Engulfed, but it's not utter fantasy either - it's not just advanced Risk. This is especially true in this newest edition, which does appear to finally make the most unrealistic strategy of the earlier versions, that of the infamous Japanese offensive against Russia, much less appealing or likely to be pursued.

I know from some of your other posts that you do play A&A and appear to actually enjoy it, despite its shortcomings as a simulation. I'm just earnestly curious why you feel it's important that everyone realize just how unrealistic you believe A&A to be? Please don't take offense to my question, as I'm not trying to be confrontational, I'm just curious!
Don Moody
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desertfox2004 wrote:
I'm curious - you have posted this opinion of yours concerning the lack of historical value of A&A repeatedly, and I'm just kind of curious why you feel the need to constantly remind all of us just how historical A&A is not?


I almost exclusively post this in response to statements like:

"It indicates the historical focus of each power's military"

"they appear to be a solid way to inject some historical accuracy into the game"

"while retaining some resemblance to the historical events it is based on"


A&A is not a historical game.
Anyone who thinks it is - or more accurately, thinks 'this' or 'that' aspect or change does or will make the game "more historically accurate" - is off the mark.

A&A is a gross abstraction which has almost nothing to do with WW2.
No one should doubt that or be confused otherwise.

When someone makes a statement that indicates they are unaware of this reality or off base on this aspect, that is when I point it out.
And BTW, while you can say it is an opinion that A&A is not historical, the facts of the matter speak for themselves and there is only one conclusion that can be drawn, and that conclusion is not an opinion.


Don't get me wrong - I *really* enjoy A&A and have probably played more games of A&A than almost any other game or family of games.

But I *am* disappointed it is so far off base with regards to the realities of the actual war.
IMO, the game could be more realistic without losing its ease or speed of play.
But doing so would almost certainly require changing the victory conditions from 'to win, you must conquer to the world' to something more realistic - and I do not think that would appeal to as many people as 'conqeur the world' does.

DonMoody
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DonMoody wrote:
desertfox2004 wrote:
I'm curious - you have posted this opinion of yours concerning the lack of historical value of A&A repeatedly, and I'm just kind of curious why you feel the need to constantly remind all of us just how historical A&A is not?


I almost exclusively post this in response to statements like:

"It indicates the historical focus of each power's military"

"they appear to be a solid way to inject some historical accuracy into the game"

"while retaining some resemblance to the historical events it is based on"


A&A is not a historical game.
Anyone who thinks it is - or more accurately, thinks 'this' or 'that' aspect or change does or will make the game "more historically accurate" - is off the mark.

A&A is a gross abstraction which has almost nothing to do with WW2.
No one should doubt that or be confused otherwise.

When someone makes a statement that indicates they are unaware of this reality or off base on this aspect, that is when I point it out.
And BTW, while you can say it is an opinion that A&A is not historical, the facts of the matter speak for themselves and there is only one conclusion that can be drawn, and that conclusion is not an opinion.


Don't get me wrong - I *really* enjoy A&A and have probably played more games of A&A than almost any other game or family of games.

But I *am* disappointed it is so far off base with regards to the realities of the actual war.
IMO, the game could be more realistic without losing its ease or speed of play.
But doing so would almost certainly require changing the victory conditions from 'to win, you must conquer to the world' to something more realistic - and I do not think that would appeal to as many people as 'conqeur the world' does.

DonMoody


Don - thanks for the reply. If you would like to detail some of the ideas that you have to alter the victory conditions to make them more realistic, I'd like to see them. I'm pretty sure my gaming group would be interested in trying them out. Most of my group read military history and got our starts with traditional hex and counter wargames, so I think we would be an ideal playtest group for your alternative victory conditions.

Regards,
Leo
Last edited on 2008-12-14 22:23:52 CST (Total Number of Edits: 1)
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