Axis & Allies Pacific Product Description
Axis & Allies Pacific is the second expansion to the Axis & Allies game system. In this game, three main powers (Britain, Japan, and the US) square off against each other against the backdrop of the Pacific ocean. Japan is trying to grow her empire, either through military might or by holding off the Allies long enough to consolidate her gains. The game adds a few new rules and a few new twists to the established A&A game system. Naval bases and air bases turn small, meaningless islands into vital strategic holdings. Convoy zones allow a single submarine pack to cripple an economy. The Chinese forces, while limited, are hard to crush. Japan gets her kamikazes, but will it be enough to hold off the vast economic power of the USA?
Product Details
Axis & Allies Pacific is the second expansion to the Axis & Allies game system. In this game, three main powers (Britain, Japan, and the US) square off against each other against the backdrop of the Pacific ocean. Japan is trying to grow her empire, either through military might or by holding off the Allies long enough to consolidate her gains. The game adds a few new rules and a few new twists to the established A&A game system. Naval bases and air bases turn small, meaningless islands into vital strategic holdings. Convoy zones allow a single submarine pack to cripple an economy. The Chinese forces, while limited, are hard to crush. Japan gets her kamikazes, but will it be enough to hold off the vast economic power of the USA?
Product Details
- Product Dimensions: 14 x 2.5 x 10 inches ; 0.3 ounces
- Shipping Weight: 4.1 pounds (View shipping rates and policies)
- Shipping: This item can only be shipped to the 48 contiguous states. We regret it cannot be shipped to APO/FPO, Hawaii, Alaska, or Puerto Rico.
- Note: Gift-wrapping is not available for this item.
- ASIN: B00005EBA6
- Item model number: 4098347
- Our Recommended Age: 12 - 99 years
- Manufacturer Recommended Age: 12 - 99 years
Product Features
- Axis and Allies Pacific is the second expansion to the Axis & Allies game system. In this game, the three main powers (Britain, Japan, and the US) square off against each other against the backdrop of the Pacific ocean.
- Ages 12 and up. 2-3 players. 335 historically accurate battleships, carriers, fighters, artillery, and more! Complexity level: Challenging.
- Contents: Gameboard Map, National control markers, national production charts, battle board chart, industrial production certificates (IPCs), 12 dice, plastic chips (gray and red), gameplay manual.
- Axis & Allies Pacific invites you and your opponents to determine the future of the Pacific! Good Luck. The fate of the world is in your hands!
Product Review
I don't tend to write reviews, but I think this one is justified for the new purchaser of A&A:P. First of all, I find the game to be quite challanging and enjoyable for intermediate to expert A&A players. I leave out beginners beacuse, as other reviewers have pointed out, fronts are relatively nonexistant. I think that standard A&A will prove to be easier to catch on to for a more inexperienced player as you can clearly see where the fronts are, why they are there, where the reinforcements are coming from, etc. On A&A:P, with all the sea zones (not to mention the airports and naval bases which add movement to planes and boats respectively), a novice might think his fleet is relatively safe when, in fact, it is threatened by a ton of the enemies stuff.
The main reason I'm writing this though is because I have seen a couple reviewers say that a win with Japan is inevitable and others have said that the Americans are too powerful and they will eventually win. I just wanted to post what I have found so far.
Japan, typically, has the advantage (and this is further evidenced by online tournaments where the players "bid" over who has to take the allies). In 9 games, I have seen 3 Victory Point wins, and two India Takeovers. Of note is also that Japan was maybe one or two rounds away from submission on 3 of those VP wins (America and Aussie right on the doorstep and pounding away with their bombers which reduces Japan's VPs).
India most certainly has enough resources to defend itself. On the two India captures I have seen, the British player allocated more money to Australia than India. The key to holding India is too give ALL the money from the British Convoys to India and build a ton of guys and a ton of artillery. You have to have an offensive threat to Japan over there, otherwise they will build up with impunity and eventually crush (or win with VP).
To the reviewer that said America is overpowered.. If you have a smart Japanese player who expands fast, BUT THEN contracts just as quickly, you should eventually be facing this navy:
3 Battleships; 4 Carriers; at least 15 fighters; 2 bombers; and about 8 destroyers and maybe 10 transports.
That's just what Japan STARTS with. By turn 3 they should be earning at least 30 IPCs per turn.
Let's see, at America's 72 dollars a turn (they immediately lose 3 on the phillipines unless Japan players is on crack), or 3 battleships, that's QUITE a lot of catching up to do. And don't forget: you only have about 8 turns to do it.
I have seen four or five Allies wins, but they all been through very interesting tactics (ie Bombers racing to China; no Pearl Harbor movement until 6 battleships and 2 carriers were up and running, etc).
Bottom line: This game, in my opinion, is quite well balanced at the intermediate level. I think once people become experts at it (not that I am by ANY means), the game eventually favors the Japanese, but for different reasons than stated in these reviews.
I don't tend to write reviews, but I think this one is justified for the new purchaser of A&A:P. First of all, I find the game to be quite challanging and enjoyable for intermediate to expert A&A players. I leave out beginners beacuse, as other reviewers have pointed out, fronts are relatively nonexistant. I think that standard A&A will prove to be easier to catch on to for a more inexperienced player as you can clearly see where the fronts are, why they are there, where the reinforcements are coming from, etc. On A&A:P, with all the sea zones (not to mention the airports and naval bases which add movement to planes and boats respectively), a novice might think his fleet is relatively safe when, in fact, it is threatened by a ton of the enemies stuff.
The main reason I'm writing this though is because I have seen a couple reviewers say that a win with Japan is inevitable and others have said that the Americans are too powerful and they will eventually win. I just wanted to post what I have found so far.
Japan, typically, has the advantage (and this is further evidenced by online tournaments where the players "bid" over who has to take the allies). In 9 games, I have seen 3 Victory Point wins, and two India Takeovers. Of note is also that Japan was maybe one or two rounds away from submission on 3 of those VP wins (America and Aussie right on the doorstep and pounding away with their bombers which reduces Japan's VPs).
India most certainly has enough resources to defend itself. On the two India captures I have seen, the British player allocated more money to Australia than India. The key to holding India is too give ALL the money from the British Convoys to India and build a ton of guys and a ton of artillery. You have to have an offensive threat to Japan over there, otherwise they will build up with impunity and eventually crush (or win with VP).
To the reviewer that said America is overpowered.. If you have a smart Japanese player who expands fast, BUT THEN contracts just as quickly, you should eventually be facing this navy:
3 Battleships; 4 Carriers; at least 15 fighters; 2 bombers; and about 8 destroyers and maybe 10 transports.
That's just what Japan STARTS with. By turn 3 they should be earning at least 30 IPCs per turn.
Let's see, at America's 72 dollars a turn (they immediately lose 3 on the phillipines unless Japan players is on crack), or 3 battleships, that's QUITE a lot of catching up to do. And don't forget: you only have about 8 turns to do it.
I have seen four or five Allies wins, but they all been through very interesting tactics (ie Bombers racing to China; no Pearl Harbor movement until 6 battleships and 2 carriers were up and running, etc).
Bottom line: This game, in my opinion, is quite well balanced at the intermediate level. I think once people become experts at it (not that I am by ANY means), the game eventually favors the Japanese, but for different reasons than stated in these reviews.
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