Axis allies board game 2004 revised edition
Close to perfect, very collectible. Lightly used, but almost like new. May show very small spine creases or slight corner wear. Absolutely no tears and no marks, a collectible condition. Very Good. May have medium-sized creases, corner dings, minor tears or scuff marks, small stains, etc. Complete and very useable. Very well used, but complete and useable. May have flaws such as tears, pen marks or highlighting, large creases, stains, marks, a loose map, etc.
If you have any questions or comments regarding grading or anything else, please send e-mail to contact nobleknight. Share This: Link Copied! There is a map of the world and you start off by selecting one of five nations Great Britain, USA, Russia, Germany, or Japan and your choice of general for that nation. Just like in Rise of Nations, you have army units that you can move into adjacent territories.
When moving in to an unoccupied territory, you take it over. If there are enemies in that territory, you have the choice of fighting an RTS battle or of having it quickly decided by the computer. The more territories you control, the more money you generate per turn. Money can be used to upgrade your existing army, buy new units, or to buy new technologies.
While having as many game modes as possible is a nice thought, in this case, as the format seems so familiar, and as there is nothing really new or unique to it, the WWII mode isn't really that interesting; a nice mode to have, but nothing really new. The single player campaign is a series of famous battles. When playing the Allied campaign, you will jump from nation to nation's battles'. One mission that stood out in its difficulty was Operation Overlord, or D-Day. In this famous battle, you will have to take the beach and set up your base of operations before moving inland to overtake the enemy positions.
With little room to set up your operations, and the enemy presence overwhelming, the level of challenge in this level was truly enjoyable. For the most part, though the introduction to each mission is a little bit sparse and the historical significance of each battle seems somewhat diluted. Unlike a game like Soldiers: Heroes of WWII, where each mission tells a story of how something happened, with a little artistic license, or some of the true simulators of WWII where historical accuracy is paramount, Axis and Allies falls a little bit flat in this regard by being somewhere in between with not quite enough of either to be interesting.
While a small blurb is given about the events leading up to the battle, for the most part, each battle feels just like any other battle. The actual management of units and the gameplay is virtually the same as Kohan 2 with things modernized to reflect the WWII era. Like in Kohan 2 there are three basic building types; building that generate units, buildings where you perform research and allow the creation of better units, and buildings that generate a resource. The buildings you create generate your resources for you, and the units you recruit require a certain amount of resources as upkeep.
There are a maximum number of buildings you can create though, and when reaching the cap, you must be careful to manage what you have carefully at the risk of using more than you make. If you use more resources than you are generating, your monetary income will decrease and can go into a negative creation. Money is what is needed to build any buildings, to research any technologies and to create any units. To generate more money, you will need to create more Division HQs; buildings where you create units.
To ensure that you are generating as much money as you can, you will need to build more resource generating buildings. All buildings generated by the Corp HQ are first created as trucks and can be unpacked to create a fixed location. Likewise, they can be packed back into a truck in case you need to move it to a new location.
Money is what is needed to build any buildings, to research any technologies and to create any units. To generate more money, you will need to create more Division HQs; buildings where you create units. To ensure that you are generating as much money as you can, you will need to build more resource generating buildings. All buildings generated by the Corp HQ are first created as trucks and can be unpacked to create a fixed location.
Likewise, they can be packed back into a truck in case you need to move it to a new location. Another interesting design decision was the supply flow for troops. Troops in Axis and Allies are not created individually but as a regiment consisting of a group of individual troops or vehicles. As long as there is one troop from that regiment left alive, and the regiment is in supply, the regiment will resupply back to full strength and to a full number of units. This is important because regiments can gain experience and become tougher.
To be in supply though, your units must not only be within the bordered area created by your buildings, but they must also be attached to a Division HQ. Each Division HQ has a certain number of slots and attaching regiments to them simply means clicking an attach button. The regiment will fill an empty slot for that HQ, and will be able to be automatically resupplied if they are within the borders of your area. This can be an interesting point of strategy as when attacking the enemy, if you take out one of their Division HQ's, then units that were attached to that building will no longer be able to regenerate.
However, regiments can be automatically reattached to any available open slots in any Division HQ, including moving Division HQ's that are packed and in truck form. While in practice, this concept seems quite interesting and unique, in practice I never really found that it made much of a difference. Without these unique points, the game would have played virtually identically to Kohan 2 which is perhaps why they were implemented. However, if this was not implemented, this may have made the game more streamlined.
There are quite a variety of regiments, but each falls into either the category of a tank, infantry, or halftrack regiment. There is an airfield building, but you won't ever really generate plane regiments. Rather, from your airfield, you can pay for air strikes, or air recon and these are handled automatically without having to pay for the upkeep of planes, or having to worry about resupplying planes. There are also naval units, but these seem to be an afterthought.
There are not naval yards, and you will only ever begin a mission with your ships already given to you. As they don't seem to be really integrated into the rest of the game's design, the naval and air portions of the game really feel as if they were added to the already established Kohan 2 game design.
I did the same for the American Pacific fleet which was building up off Los Angeles. This was the American Pacific fleet being rebuilt.
Two battleships, two carriers, one destroyer, one transport and three fighters. These are the units in UK, now put off board because the populace was complaining about overcrowding. The two Japanese fleets were about to merge into one giant fleet, in anticipation of the upcoming showdown with the Americans in the Pacific. I think this was Round 3 after UK's turn.
I can't recall what happened exactly on the Eastern Front. Germany was now very close to both Moscow and Caucasus. I left West Russia vacant so that I wouldn't have to spread my forces thin. USSR didn't have land troops that could threaten my fleet of fighters in Belorussia anyway. I now dared to leave Western Europe lightly defended, because I had built a big group of tanks in Germany.
I had also built a bomber to support the war on the Eastern Front. Rommel attacked the Americans in Libya and wiped them out, with some air support, of course. I left one infantry to guard Trans-Jordan against the Russians. I was betting the Russians would turn back to defend Caucasus.
A zoomed out view to show the British ships from the Pacific Theatre still moving slowing to Europe. You need to control both Egypt and Trans-Jordan at the start of your turn to be able to use the canal. Round 3, after Japan's turn. The Japanese navy had joined forces off the coast of Tokyo. Now I was daring Han to attack me. If he dared to come close I'd probably attack with the support of my airforce. Zoomed out view, to show that one of the Japanese tanks had blitzed through Sinkiang and was now at the gates of Moscow.
Actually, this was already USA's turn. The bored US fighter in Algeria thought it would be fun to attack the lonely German fighter in Egypt I think this was Round 4, after Germany's turn. It also got Novosibirsk back from the lone Japanese tank, and took the vacant West Russia.
Germany tried to take Trans-Jordan back, but retreated back to Egypt when the battle went bad. It was a costly victory, almost wiping out the German airforce only that lone fighter surviving the battle of Caucasus.
But the fall of Moscow was a big victory for the Axis. Han conceded defeat. D-Day never happened, and Midway never happened. I had many lucky rolls in the early game. Han was very unlucky with his bombing runs over Germany. Not only he lost his British bomber on the first bombing run, he also later lost an American bomber, I think on its second bombing mission.
On the Eastern Front Han was mainly defensive, purchasing mostly infantry. He protected the factory in Caucasus well, and I didn't dare to attack until quite late in the game. On the Western Front the build-up for D-Day was too slow. So D-Day never happened. We actually played with one random national advantage for each country. Han used this, which made me delay my attack into Moscow by one round.
Germany had wolfpack - when a group of 3 submarines attack together, they attack at 3 instead of 2. I never used it.
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