War Room: One game to buy. Everything you need is in the box unless you want the Jumbo pack expansion. You need a large round table for the map and another medium to large table for cards, pieces, battle boards and to roll dice. One game can be played in a single day once you have a good grasp of the rules.
G40: You have to buy both AA Pacific and AA Europe games to combine them. You can play with what’s in the box, but there are a lot of nice third-party (i.e. HBG) upgrades to customize your game, make everything look better and replace the out-of-box cardboard pieces (plastic factories, ports and airbases, damage markers, etc.). You need a large rectangle table to play. Can be played in a long day with experienced players who know when to give up.
GM36: No two boards are alike. You buy the map from HBG and then customize everything, from units to facilites, according to your own taste. It helps if you have a lot of other AA games to scavenge for pieces, chips and markers, but buying everthing will get expensive. Obsessive-compulsive types beware! Not all models and colors of units are available so painting pieces seems inevitable. Depending on the size of the map you buy (there are three, going up to 5x10) you will need a large room and and a very large table. The setup alone takes at least an hour and needs to stay in place for a long time since you can’t finish a game in a single day, so this is not a game for the kitchen table… But once you graduate from G40 to this, you will not go back.
Any air combat hits are most likely taken against incoming bombers and from our games there are is usually only one or two bombers in a raid. If one protects important territories with perhaps 3 fighters then that should take care of one bomber. Any tanks or artillery will also get AAA.
Losing rail or a factory space or a resource is not that devastating overall. Losing a stack of units under construction is painful and thus one has to consider where to build and how much to protect.
Do not see an issue yet with strategic bombing or surface bombing. Bombers are costly and vulnerable (i.e. fist hit).
The Allies can leverage the Axis into bidding more than they want for turn order by every turn they trade (USA/UK/RUS) 5 OSR for 2 OIL from Venenzuela or Suadi Arabia.
Thus the Allies every turn get 2 oil which they use to bid for turn order, they do it every turn no matter what, that will force the AXIS players to bid at least 3 oil every turn if they want to dictate turn order.
Do not overlook the power of bidding and how it effects the orders and production. The Allies need to leverage their universal access to oil over the Axis, who have no access to oil at the start of the game.
One way to get around the 1 turn delay in production is not be conservative on where you build your units. Germany and Russia have factories right on the front line. They can produce there and take the risk but the reward is those units appear right on the front line.
It is a give and take. The big downside of this tactic is not only can they be strat bombed into kibble bits BUT your enemy can capture them and use them against you.
You can also build right behind the front line in multiple locations in Germany and Russia. Not as much risk but good for building up a secondary/reserve force able to jump right into the action with out having to waste commands to move them. Once again some risk involved but a solution to this issue on the German/Russian front.
FAQ and questions
Why set the price so low?
Initially the price was set at the trade value cost, either 2 Oil, 3 Iron or 5 OSR but that seemed too high. Perhaps one of each of the three is too low. However, it’s hard to find a middle ground for the cost because the potency of the techs themselves is still in flux.
Why have blue rolls count as wasted?
Axis and Allies technology has varied over time, with some editions awarding tokens for failures, and others awarding nothing. This hybrid makes tech seem more like an investment that has a risk associated, rather than a naked gamble.
How were the ratios for success decided?
Considering that Axis and Allies tech was only awarded on a 6. (17% chance) by using the three colors that show only once on the dice, Red, White, Black, that translates to a 3/12 chance of success. Or 1 in 4. Which is much better than the 1 in 6 chance. So technology may be more frequently gained, however, once one of the techs in a field of research has been gained, the likeleyhood of getting another falls to 2/12, back to 1/6. And to get all three of the techs in a field falls to 1/12. This will perhaps encourage players to bounce around and get a different tech in each of the 4 areas of research, rather than abusing one of them and gaining extremely strong combinations of techs, such as long range jet heavy bombers.
Lets talk techs?
In A&A Jets has usually just been a raw combat power increase, so enhancing your planes, with also a possibility of combat flexibility can reflect jets
Long Range Aircraft?
Pretty cut and dry I’d say
Also, typically a combat power boost, however bombers in War Room are already very potent in combat, so this reflects more superfortress type bombers. More machine guns and more survivability.
A tricky one, possible bonus to Port Advantage, however this gets messy to keep track of at friendly ports. Sticking closer to A&A as a cost reduction was a safe option.
Also, instead of a combat power boost (from 2 to 3) this is a survivability boost. Since yellow hits will be common this allows subs to soak more before they are destroyed, thus saving other subs. Perhaps this is too weak and they should also get more combat power?
Traditionally more an Air technology, War Room is too different. Radar equipped ground stations and Cruisers are what this tech can reflect. Allowing for a preemptive round of fire is a break from the mechanics of the game, but perhaps it works.
Basically a copy and paste from traditional A&A
A tough one, without blitzing in this game, or Mech infantry pieces, then what can this tech represent? Infantry units able to keep pace with tanks and protect them. Reflected by being able to take hits for them. This makes tanks even more survivable, which might be too strong, but the tech requires infantry nearby, so the hits are only transferred if you have them. So not actually that strong. Somewhat situational.
Another typically air tech, but a compromise. Limiting this to ONE command only, and a maximum of 4 paratroopers with 4 bombers prevents this from getting out of hand, and the units are vulnerable to yellow hits across 2 rounds of combat, however, can get some men into unexpected places.
War Bonds & Recycling?
One of the only techs with a name change to reflect that you are getting more resources not industrial production. Perhaps a bit too weak considering the investment that may have gone into it. Perhaps it should be 3 dice instead of only 2. This is a tweak that would require balance.
Again, difficult to reflect, required map considerations to check for ports as launchpads so that almost all powers have a use for this tech. (USA can use North Africa or Caroline Islands) considered having this be a temporary unit like a carrier token or arrow token that can be shot at like V1 rockets, however that might make the tech too weak, Though it does suck up an order slot, so it better at least have a shot at doing something.
Advanced Industry? again, somewhat cut and try translation of the A&A version.