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So I busted out this game, read through the rules, and played a 3 mock turns. While I liked the original version of A&A Pacific, this updated version really blows my socks off! It's good. A&A Pacific 1940 can be played with up to 4 players, but essentially this is a two player game (USA/China, UK, and ANSZAC versus Japan).
Some of the rules about airbases and naval bases and major and minor industrial complexes have been updated tp current A&A standards. This of course makes the game a bit more complicated, but not by too much.
This version of the game though incorporates some neat new, and very specific rules. For example, the set up of this game takes place in mid-1940, well before the USA got involved in WWII. The rule that represents this is that the USA has a fair amount of pieces on the board, but only generates 10 IPCs. Once Japan attacks the USA, or 3 complete turns goes by, which ever happens first, the USA mobilzes for war and increases its IPC output to 50. This gives the Japan player an interesting choice to make, expand the Empire of the Rising Sun into the true co-eastern prosperity sphere without interference from the USA, or move quickly to cripple the USA before awaking the sleeping tiger!
Airbases and naval bases give the powers a place to repair capital ships (in the case of naval bases) or for both types of bases, increases the range of aircraft or ships by 1! Airbases also allow airplanes to defend in seazones which they are adjecent to when enemies attack friendly naval forces. Really cool.
Two new pieces are included in this game: mechanized infantry and tactical bombers.
Mechanized Infantry 1/2 (2m), and when accompanied by tanks they can blitz through territories much like tanks.
Tactical bombers 3/3 (4m) are bombers that can be carried on Aircraft carriers.
Both aircraft carriers and battleships are capital ships that can sustain two hits. Though in this game, they must both be repaired at naval bases to remove "the hit" they sustained.
Like the most recent A&A games, each power in the game can earn extra IPCs by performing certain objectives that are historically relevant to the power. A neat bonus.
There sure are kamikaze attacks!
Also, convoys are important to sustaining IPC levels for many of the powers. Disrupted convoys mean you lose money, dog.
If there is a down side to this game, it's that there are lots of little rules for each country to abide by, particularly China and the UK forces. These little rules are not included on each power's nation card, and if you need to remember them you have to constantly refer to the rulebook.
Overall, this game looks fantastic. Oh, and by the way... coming in 2010 is the comanion board game, Axis & Allies Europe 1940. When this game is released, that game board can be linked to A&A Pacific 1940 to form a M-A-S-S-I-V-E, single Axis & Allies game. Can't wait.
~O
_________________ > Omote's Advanced C&C Stuff < Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
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