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Board Wargame Review

Title: Axis and Allies Revised Editon
Company:Avalon Hill/Hasbro
Reviewed By: Bill Brock


The original Axis and Allies board game by Milton Bradley is one of the classic beer and pretzel wargames of the last 10 or so years, but the new Axis and Allies game revised by Avalon Hill is better.  Starting in early '42 at the point that Germany is at the gates of Moscow and Stalingrad, and the Japanese are beginning their expansion across the Pacific, the game allows for the two Axis players and three Ally players: Russia, Britain, and the US.  But two players can play if one is both Germany and Japan and the other the allies.


For those unfamiliar with this game, it normally takes 3-5 hours to play, and involves strategic as well as tactical decisions. Players receive income according to how many land masses they control, and with that money they buy weapons (fighters, bombers, tanks, infantry, artillery, and 5 types of ships) or spend points for the chance to improve their weapons (longer range planes, better firepower, etc). The game begins with each player's armies and navies at specific positions around the globe, and then each country makes purchases and initiates combat in their turn.

The original game had a number of problems that players got around by revising the rules. For example, in MB's game, Russia had about a 50-50 chance of defeating Germany if the Russians attacked right away from their strong initial position. Sort of if Stalin had attacked Germany a couple of months before Hitler did. Players had to create a "no first turn Russian attack" house rule to prevent this unrealistic event. But the new game fixes this issue in an elegant way by creating two territories where the one Karelian territory was. Thus Russia cannot strike deep into the Volksland because they are removed by one space.

Avalon Hill's new game has, in fact, more land and ocean territories than MB's did, which plays out well because it forces the pace to be a little more strategic. Another unrealistic rule of the original game that was frequently ruled out by afficionados was that of allowing bombers to attack with three dice. Provided the player spends the money and gets lucky, one possible weapon development was to allow bombers to attack with three rather than one die. In the current revision, if a player gets super bombers they can only attack with two dice, which is what the house rule became. Three-dice bombers proved too devastating, it would ruin a game.


Rather than provide several paragraphs describing the current game's changes, here are a few of the most important differences between the two games in bullet form: more land and sea territories
  • tanks now defend as well as attack with a 3
  • artillery and destroyers can now be purchased
  • it now costs only 10 to build a fighter
  • Russia's second factory is located in the Caucasus, not up north near Leningrad
  • the composition of the starting armies has changed
  • the starting production level of most countries has increased
Another gameplay choice with the current game are sets of "national advantages" that can be played if players choose. These are six unique advantages specific to each nationality; the rule book says players can add none or all to a game to spice it up. Currently my mates and I allow each nationality one die roll, and the country will receive the advantage rolled. Some of the more interesting ones are:
  • Germany -- Sea wall defense: each troop in a territory defending a sea invasion can defend with a 3.
  • Russia -- Russian winter: for one turn in a game, no attacker can use tanks to attack into Russia.
  • Britain -- Receive a free factory on any overseas territory they control.
  • Japan -- Lightning assault: Japanese troop transports can let a troop off in two locations on the same turn.
  • U.S. -- American planes can fly one territory farther if landing on an island.


The group I wargame with unanimously vote that this Avalon Hill version is much superior to the original Milton Bradley game. AH listened to the fans and retained many of the common house rules that players instituted to make the first game play better. In addition, however, AH has put in a number of interesting options that take their game into new arenas. We are glad to see Avalon Hill reasserting its creativity in the board game marketplace. About the only other comment I would make is that we also hope AH creates a computer version modeled after this new Axis and Allies. For more information, go to www.avalonhill.com

Game Components:

  • 1 game board
  • 366 playing pieces
    • 40 artillery
    • 75 infantry
    • 46 tanks
    • 16 bombers
    • 50 fighters
    • 13 aircraft carriers
    • 14 battleships
    • 26 destroyers
    • 33 submarines
    • 29 transports
    • 12 antiaircraft guns
    • 12 industrial complexes
  • industrial production certificates
  • 40-page rulebook
  • 8 information cards
  • 10 marshalling cards
  • control, marshalling and aircraft markers
  • 12 dice
  • plastic chips


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