First Impressions of Axis & Allies 1914


  • SFO Founder TripleA Admin

    Two out of the three of us who played last weekend, write up our thoughts on the game:

    http://j.mp/142Zk0H

    Enjoy!



  • I MUST GET IT.



  • Cool! Thanks!



  • Thanks for the quick look into the game and some of your personal views, it goes a long way. I’m really looking forward to these new wrinkles in the mechanics, sounds like they captured the feel of the trenches.



  • Wow… just wow.  Come on CSI!!!

    The only thing is… alas tanks seem to have little worth…



  • I have a few questions-

    Did you play with Russian revolution rules?  How was it?

    Did the UK buy a lot of troops in India?  Was Persia taken?  Which neutrals were attacked?

    How long were there CP units in Africa?  How long does the sideshow last?

    Did the CPs contest the Med?  Atlantic?

    Do the CPs have a chance?


  • SFO Founder TripleA Admin

    Q. Did you play with Russian revolution rules?  How was it?

    Yes, it did not come up. I tried to foment the Revolution (per the rules) but was unable to.

    **Q. Did the UK buy a lot of troops in India? **

    A few but not too many, maybe 8 throughout the game.

    **Q. Was Persia taken? **

    Yes.

    Q. Which neutrals were attacked?

    Persia, Afghanistan, Holand, Switzerland

    Q. How long were there CP units in Africa?  How long does the sideshow last?

    About 3 turns.

    Q. Did the CPs contest the Med?  Atlantic?

    Yes and yes. I built a navy with Austria-Hungary and took out the Italian navy but it didn’t do much good. I also built a navy with Germany for the purpose of transporting troops to Northern Europe. I took Finland, Karelia, and Livonia but I burned a lot of money on subs and transports doing it.

    Q. Do the CPs have a chance?

    I think so. I’ll let you know more on Monday.


  • Customizer

    How did the game end? Did you guys end up capturing capitals or just ending it?



  • Thanks djensen!

    I was hoping there was a little room for naval combat, I guess it remains to be seen how effective it will be for the CPs.

    Why Afghanistan?


  • SFO Founder TripleA Admin

    You would have to ask Ross and Roland but I think the idea was to funnel troops from India to Russia.


  • SFO Founder TripleA Admin

    @ossel:

    How did the game end? Did you guys end up capturing capitals or just ending it?

    We ran out of time. I think the Central Powers were in trouble. I think as the Central Powers you’ll probably have to capture a capital by turn 6 or 7 or be in big trouble.


  • Customizer

    Confirms three things I’d got a firm impression of before getting the game:

    The combat system makes it a very new and involving version of A&A, certainly the best new variation since the original MB version.

    Tanks are not worth buying unless:

    1. They come down to 5 IPCs

    2. They attack on 3/4

    or

    3. Each attacking artillery supports 1 infantry AND 1 tank.

    That Production chart is unusable. One glance at it is enough to decide that; I’m surprised you didn’t start the game using a chart from another version.

    Also:

    “I tried to foment the Revolution (per the rules) but was unable to.”

    Thats not surprising since the RR rules don’t make any sense.



  • As soon as we heard combat would be for 1 round only I thought this game had a good chance to be something special, it’s good to see my interpretation was confirmed. Hopefully, though, it is cool enough to cancel out the negative aspects once the novelty of the new system wears off.



  • Funnel brits from india into russia?
    What happens to them if there is a revolution? Do they get stuck?



  • @Flashman:

    Confirms three things I’d got a firm impression of before getting the game:

    That Production chart is unusable. One glance at it is enough to decide that; I’m surprised you didn’t start the game using a chart from another version.

    Also:

    “I tried to foment the Revolution (per the rules) but was unable to.”

    Thats not surprising since the RR rules don’t make any sense.

    :? :? When I first read this…I went back to the Rules to see what the Hell were the
    Rail Road Rules Flash was talking about  😄


  • 2019 2018 2017 2016 2015 '14 '13 Moderator

    The chips in two colours does not work, in my opinion.
    It is hard to distinguish the  number of units under the sculpts.


  • SFO Founder TripleA Admin

    @wittmann:

    The chips in two colours does not work, in my opinion.
    It is hard to distinguish the  number of units under the sculpts.

    After two games, it hasn’t been a problem. Even in low light we could distinguish easily. But in a brightly lit area with glare, it can be an issue.


  • 2019 2018 2017 2016 2015 '14 '13 Moderator

    Thank you for your response djensen.
    I would have been happy with the old grey and red system, then throw in a colour to represent 10. My friend is 15 years younger than me and thought the similarity annoying and found it hard to distinguish numbers too.
    Do you really think we needed a colour for each side?
    I can see the fear is with contested territories that if you knock off the sculpt you could forget whose pile is which, but we have probably all done that in the past, yet remembered how they were set up.
    If it really was an issue, not a gimmick, perhaps four different colours would have worked better.


  • SFO Founder TripleA Admin

    Having a color for each side not only looks cool but it helps you distinguish your units from your opponent’s units. It’s really tight to fit everything into Western Europe.


  • 2019 2018 2017 2016 2015 '14 '13 Moderator

    I was trying not to find faults, but yes, Western Europe is too small considering the action it will see.
    We did not get to play as it took an hour to set up and we stsrted late, then we needed to sit down and rest! (Yes Garg, I am an old man.)
    Think my friend is very disappointed with lots of things.
    He will come round.
    I am not sure I will ever get over Italy being on the wrong side.



  • Tanks are not worth buying unless:

    1. They come down to 5 IPCs

    2. They attack on 3/4

    Tanks is definatly worth buying if your on the offence!

    Their ability to absorb a hit each round means that 2defending infantrys defence roll is negated (in low luck)
    That means if the defender has 20inf and you have 10tanks he will not get ANY hit in lowluck.

    Combined with 2in speed (if they have so, havent read unit statistic yet) this makes tanks a nessesary lategame unit which preform great if shielded by infantry and other units in defence.

    In some way you can say that the tank have 8in attack and 1in defence.



  • These WWI tanks can only move 1.


  • Customizer

    The most realistic depiction of tank usage in this game would be to have tanks almost exclusively offensive. Their impact towards the end of the war was very significant.

    I don’t like what I’m hearing about the fighters.

    I think an extensive optional set of rules should or should have been included in the game. the sculpt are a little un-refined from the few pictures I can find around the net.

    Rail should’ve been included.

    Though not really as much of a factor but, damn I wanted a zepplin or two. Fortification of some sort would’ve been nice too.



  • Lets see what we have here:

    -A production chart that is useless
    -Chips that are hard to read
    -A useless tank unit
    -An overpowered air unit
    -Longer game play (6 turns in 10 hours!!)

    Ouch, this sounds …brutal. I love all things Axis and Allies and will probably be getting myself a copy but damd. Why are people claiming this to be the best Axis and Allies experience to date? Is it simply because its so different to everything else? Is it really more elegent, balanced and an overall a better game than Anniversary?

    Please convince me that this is a brilliant design and not the dinosaur it appears to be.



  • @Holden:

    Lets see what we have here:

    -A production chart that is useless
    -Chips that are hard to read
    -A useless tank unit
    -An overpowered air unit
    -Longer game play (6 turns in 10 hours!!)

    Ouch, this sounds …brutal. I love all things Axis and Allies and will probably be getting myself a copy but damd. Why are people claiming this to be the best Axis and Allies experience to date? Is it simply because its so different to everything else? Is it really more elegent, balanced and an overall a better game than Anniversary?

    Please convince me that this is a brilliant design and not the dinosaur it appears to be.

    • The tank isn’t useless, I just think it is misunderstood.  It basically generates a free unit each round of offense.
    • Not sure what you mean by overpowered air unit…air supremacy is extremely valuable if you have a lot of artillery present in the territory
    • I think game length is a result of completely new game mechanics with new rules and just trying to figure out how to play the game.  Once you are familiar with the game, it doesn’t take nearly that long.

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