Axis and Allies - new vs old?

Back in the Early 1980's, some friends of mine re-designed Axis and Allies, keeping only the basic mechanics. They came up with something like 40 total game pieces, a deck of scores of Technologies to draw from, and re-divided the territories into about 200 different world territores on a 4-foot by 8-foot map. It was truly a wonder to behold, with 6 to 8 different people playing, and took about 16 hours to play a game to its full conclusion. I didn't like it that much, not being a fan of Axis and Allies (they just called the variant "Big Map") but God, they had fun. Usually a game would last for about 6 hours, and then they'd quit because the conclusion was usually foregone at that point.

I wonder how the old gang would react to the new version? Sounds like it wouldn't hold that much different for them, as they've already mutated the Game into its ultimate conclusion (kind of like the Dr. Who Daleks :))
 

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If I would have taken out the transport in Eastern Canada, I might have held off the Brits from retaking it on Turn 1!

It was an insane gamble, but that's one of the aspects I like about the new version- it actually allows you to try some new strategies and gambles.
 

Henry said:
Back in the Early 1980's, some friends of mine re-designed Axis and Allies, keeping only the basic mechanics. They came up with something like 40 total game pieces, a deck of scores of Technologies to draw from, and re-divided the territories into about 200 different world territores on a 4-foot by 8-foot map. It was truly a wonder to behold, with 6 to 8 different people playing, and took about 16 hours to play a game to its full conclusion. I didn't like it that much, not being a fan of Axis and Allies (they just called the variant "Big Map") but God, they had fun. Usually a game would last for about 6 hours, and then they'd quit because the conclusion was usually foregone at that point.

I wonder how the old gang would react to the new version? Sounds like it wouldn't hold that much different for them, as they've already mutated the Game into its ultimate conclusion (kind of like the Dr. Who Daleks :))
Wow.

I'd really like to see how a game of A&A on that large of a scale would work. :eek:
 

At Origins they had a large world mapo for some game, this thing was like 30 by 10. I never saw them play but it looked impressive.
 

Iron_Chef said:
An alternative Germany Round 1 strategy (if Russia's attacks go badly for them) is to build an AC in the Baltic Sea Zone and 4 transports to threaten UK with Operation: Sea Lion --- this prevents the UK from buying an IC in India, helping Japan greatly and keeping Germany's navy around much longer.

I tried this strategy out in last night's game, and while it (and 5 IPC SBR on UK) prevented them from building an India IC, it provoked a massive UK/USA build-up that prevented any chance of Sea Lion from executing (which --- even though it was never intended, was still disappointing). USA built IC in China after a disastrous round for Japanese player (though he destroyed Uk Indian fleet), then kept sending all Allied fighters into it, + ome infantry (9 fighters at its high point!). Fortunately, it was multinational, so only good at defense, not offense. It kept Japanese player in check for most of the game, however, as he had two ICs adjacent to it and couldn't chance losing them. Japanese player finally built up enough infantry and sometanks and destroyed the Allied task force in China, capturing IC. UK had built an IC in India on round 2, but never could afford to do much with it. German navy destroyed both UK and USA Atlantic fleets when they split up. Meanwhile, an unchecked US fleet took East Indies then moved to Africa to destroy the German blitz earlier that round. USA got heavy bombers with 1 dice roll late in the game, but was never able to take out the German fleet (parked off Western Europe), and in fact, was afraid to try, despite Germany never buyijng any more ships after round 1. Russia was kicking Germany's butt as a result of the round 1 ship building, but Germany started making a major turnaround by buying a stack of 13 industry (halting Russian advance) and then buying tanks to begin recapturing the Eastern Front and drive into Russian territories. UK took Norway with its new fleet, while USA threatened Western Europe one sea zone away from Western Europe, preventing German navy from taking out the British. It got too late (2am) so we called the game off as a draw, though it could have gone either way. Germany was set to retake all lost european territories and several Russian ones. Japan was now virtually unchecked in the East (US fleet was in Africa, UK had an IC but no money to spend on it, and Japan had three ICs adjacent to each other (Manchuiria, Kwangtung and captured US one in China). Japan needed a couple more rounds to mass produce enough tanks to crush Russian eastern defenses. Meanwhile, the UK/USA had opted to get Germany, which had jumped up to 56 IPCs/round and was poised to crush Russia. Germany would have had to waste time buying infantry stacks to defend Southern Europe/Balkans/Western Europe and Leningrad from US/UK forces next turn, effectively stoping their eastern push on Moscow. It was a helluva game. I don't think I'd employ the German fleet strategy again. Buying 13 infantry for Germany on round 1 worked better, but then in that game, Japan rolled a lot better and was not stymied for most of the game as a result.
 

Buying two ICs for Japan on round 1 is kinda risky, I also found out. Better to buy 1 IC, 1 transport and 2 infantry, then buy another IC when your hold on the mainland is more consolidated. Otherwise, the Allies will make you waste a lot of time and resources trying to defend both ICs early in the game.

Doesn't anybody else have any strategies?
 

I was hoping to hear of some Allied strategies. I've only played two games so far, once as Germany (victory) and once as the UK (victory again).

Just to comment on the Axis strats:

13 Infantry German start: Interesting. I went for artillery to support infantry attacks, as you start with so many. When Russia also does mass infantry, the game tends to bog down into a stalemate (as I'm often spending IPCs to fend off the UK so I cant mass in sufficient numbers to drive back the Russians).

Japanese IPC's: I too go with just the one, plus another transport. I then ferry troops across as quickly as possible. It's important to consolidate your fleet quickly as well, and reinforce it to discourage American aggression. Taking China or eastern Russia is important as it forces the SU to devote resources away from the German front.

UK IPC: you have to have an IC in India on turn 1, no matter what if you're to fend off the Japanese.

All in all it's a tough game, no matter which country you take. Russia is probably the hardest though (always on the defensive it seems).
 

Beretta said:
I was hoping to hear of some Allied strategies.

The one I've seen floating around was for the US to dump mass money into researching heavy bombers on round 1, then bombing the spit out of Germany while UK and USSR held. Plus dumping big bucks right after into researching long range aircraft so they could also attack Japan with their bombers easier. Allows Japan and Germany two rounds to build up though...
 

Crothian said:
At Origins they had a large world mapo for some game, this thing was like 30 by 10. I never saw them play but it looked impressive.

You may be talking about the Attack! game. I got a chance to play on the big floor map.

http://www.boardgamegeek.com/game/6752

I don't know how Attack compares to the new A&A rules, but I do prefer it to the older A&A. Personally, I really like it that the teams aren't predetermined.
 

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