Click here for timeline


Join Now

Axis and Allies, Game Review

publication date: Jan 15, 2008
 | 
author/source: Adam Hill
Download Print
Axis and Allies is a strategy board game based set during the Second World War. Designed for 2 to 5 players, each controls the destiny of (or sets of) either Germany, Japan,  the USA, the UK, or the USSR .

Every turn, each player calculates their income from the territories they control, and then spends according to their strategic aims. Players can opt to build industrial complexes to allow forces to be built nearer the action, or anti aircraft guns to defend key areas. The military forces can either be infantry (cheap, good defence but poor attack) armour (dearer, good attack, average defence) fighters, bombers, or a variety of ship types. Alternatively, players can invest in technology with differing levels of success.

The action starts in late 1941, France has been conquered and Germany is heavily involved on the Eastern Front. The UK still controls the Empire and is engaged in Africa with Axis forces. Japan is poised to launch the Pearl Harbor attack and America, the last country to move, must see what happens.

The game allows many variations on tactics and strategy. Russia tends to build infantry forces to hold back the Germans while the UK and USA strive to hold the German and Japanese expansion before invading Europe or the Far East. Germany typically has to balance the need to defeat Russia while she has a stronger economy but at the same time keep the British on the defensive. Japan has the option of launching the Pearl Harbor attack, or throwing more resources against British forces in Australia and India, or even US operated China. The Japanese invasion of the Soviet Far East is always a good move for the Axis powers, although following up the invasion of Hawaii with Alaska or the Western USA also causes trouble for the Allies.

With multiple variations of economic and strategic movement, the game has many options open to players and typically takes three or four hours to play through to a decisive point. Thought is required to plan ahead. To invade Europe or launch an island hopping campaign in the Pacific, you need freighters to move your infantry and armour pieces. Freighters need defending, either Battleships or Aircraft Carriers, but they are expensive. An industrial complex in South Africa or India usually helps the UK get into the action more quickly, and the same applies for US controlled China. Strategic bombing is an option for both sides, and fighters are excellent at providing good offensive and defensive capabilities at key points very quickly.

Overall, an excellent game, easy to play with many possibilities. The historical aspects are well represented.