Commentary of "1939: The World At
War"
by Roland Morel
Axis & Allies is the greatest strategy game depicting World War II, but for all of Milton Bradley's perfections, it is not without its faults. There are many unrealistic sequences, such as not being able to blow up your factories, and placing unlimited men on any territory at any time. Not to mention the dividing of territories (especially in Europe and Africa) was extremely ludicrous. Also, since playing the game, I've always wanted to begin not from Spring of 1942, but when the war was still interesting, in fall of 1939. Fortunately, XenoGames Came out with an Expanded version of A & A, and a rules suppplement that was much more realistic, without Milton Bradley's permission, called The World At War, 1939. I think that's because MB was jealous they didn't think up the improvements themselves...anyway, once you play this version, you'll never go back to the old one!
A Brief description of new map & rules:
The map features two new players, France and China, played by the British and US players, respectively. They are played as seperate countries but at the same turn as Britain, and USA.
Large chunks of land like 'Eastern Europe' and 'Ukraine S.S.R.' are divided into more countries: Poland, Romania, Balkans, Ukraine, Belorussia. Likewise, Africa is divided into the British Colonies: Egypt, Sudan, Nigeria, etc. the French Colonies: Algeria, Belgian Congo, French West Africa, French Equatorial Africa, etc. and the two German colonies: Libya, Italian East Africa.
Austrailia is also divided into three, Manchuria into two (Manchuria and Korea), and a plethora of islands have been added.
The game order is: Germany(twice)
U.K. & France
Japan
Russia
U.S.A.
Since the stage is Fall of 1939, the idea is for Germany to expand and take all of Europe in her first turn. This is not particularily hard, since Germany has a big enough arsenal to conquer Poland (rather easily), the Balkans, and France. After France falls, which she almost always does, a die is rolled for everything French on the table to determine whether it will become vichy (income for the germans) or remain Free French.
By conquering Europe (or most of it) in her first turn, Germany's forces are pretty weak and spread out. That is why she gets two turns (right after each other) at the beginning of the game. This is called a 'sneak attack' and is supposed to depict the blitzkrieg-like action the Germans actually used to start WWII. So at the end of Germany's first turn, she doesn't collect money but rather place her purchases and gets to use them on her second turn. The second turn usually consists of Italy invading Africa, and Britain's fleet becoming annihilated. Germany doesn't yet have anything to fear from the Russians because they can't attack Germany Yet!
The most interesting rule change was the formulation of treaties. Russia cannot attack Germany or Japan until the 5th game turn, or unless Germany attacks first. USA Britain, and France cannot attack Japanuntil the 6th game turn, or unless Japan attack first. This gives Japan an opportunity to perform a blitzkreig of her own, because she's given one sneak attack (two turns, just like Germany at the start of the game) per game, at her choosing. Germany and Britain (and France) are at war from the start as are Japan and China. As the game progresses, it usually turns out to be in the same position as the original game, by around spring 1942. By this time Germany and Japan are built up (China usually belongs to japan by this time) and the real fight begins when Russia enters the war.
It may seem like it is too easy for the Axis to win, with all the advantages they get, but this is not the case. Actually, the fight is even and fairer than the unfair advantage the Allies possess in the original. Britain must be played by an experienced player, or she struggles throughout the game, Russia is made twice as powerful as it was (Its IPC level, for example, is 32, not 24) and USA, when it enters the war, is powerful enough to keep the Japanese worried. The key point is Germany's opening, for if she doesn't conquer Europe very soon and increase her IPC level to at least 50, eventually Britain will catch up and finally liberate France.
There is one more major difference between the two versions worth mentioning,
involving neutral countries. Countries such as Sweded, Turkey, Spain, and
South America all hd standing armies, despite the fact they didn't enter the
war. Instead of paying a country to go through it, as we used to do, you
would simply conquer the country and collect certain money for it, just as you
would do otherwise. However, it is more complicated than that.
Hitler, for example, wouldn't think twice about attacking a neutral country
(Poland, for example, is a neutral country), and would simply invade it.
Every country has a different army, for example, in Poland there is 5 infantry,
1 armor, and 1 fighter. In the first turn, Germany takes, say 10 men, 2
tanks, and 2 fighters, obliterates Poland, and collects Poland's IPC value of 3
while the territory is under German control. If Britain invades Poland and
liberates it, She would then collect for it.
The
drawback to attacking Neutral countries is, if the attack isn't successful, the
country immediately joins the opposite side and what is remaining of the neutral
army is replaced the that allied or axis countries army, and the proper IPC's
would be collected for it. For example, if Germany's attack on Poland
wasn't successful, and Poland still had 2 infantry remaining, it would be
replaced by 2 British infantry and Britain would be free to use them in her
turn.
Certain neutral countries have historically aided Germany and the United States, so rules were made to account for this. When Germany reaches the IPC level of 50, she can 'influence' Spain once per turn and on a die roll of '2', Spain would join Germany and Germany would use her 5 infantry, 1 armor, and 1 fighter as she pleased, as well as the extra 3 IPC's. Germany can do the same with Turkey upon reaching IPC level of 55. USA, meanwhile, may not attack any neutral country but can influence any in South America (Peru, Columbia, Brazil, Venezuela, Argentina, or Chile) by paying twice the IPC amount of that country and rolling a number below the IPC level. This seems too advantageous but actually doesn't happen that much because in most cases a '1' or '2' must be rolled and it is expensive to try every turn. USA instead usually turns its attention to preparing for Japan's always possible attac on Pearl Harbor.
There are many, many more rules that would take pages to describe, but I will
stop here, as I only wanted to give you a taste of the exciting Changes that
Xeno games have brought us. The idea of a strategy war game, I always
thought, was to make it seem as realistic as possible, and after playing the
Milton Bradley version for years this rules supplement is refreshing and
exciting. Other details include, new purchasing units: Panzers,
Panzergrenadiers, and U-boat pens for Germans, Half battleships, Armored
infantry for the US, and guards for the Russians. Japanese have the
advantage of 'Banzai' attacks, and Russia is capable of moving their
factories! If you are interested in playing this version or have more
questions, e-mail me (Roland Morel)
at rmorel13@cox.net
Thanks and Enjoy!