Wednesday, April 2, 2014

A&A Europe (1999 Edition) Intro


Axis & Allies Europe (1999)

Game Intro

Game: Axis & Allies Europe (1999 Edition – 2nd Edition Rules Updates)



Introductory Notes 


I am returning to Axis & Allies Europe after years of playing Axis and Allies 1940, so I know there will be a slight learning curve necessary to get readjusted to different rules and different strategic opportunities.

This edition of the game (along with the AA Pacific edition) had several new and unique elements. Many of them were incorporated into more recent editions, but not all of them. AAE has several rules and interesting game-play dynamics that only occur in this edition of the game. For that reason alone, it is still worth taking a look at.

AAE includes Destroyers as well as added in the concept of Convoy Spaces. Both are used in later editions.

This is the only version of AA where the Middle East IPCs operate different from other territories and are tracked separately on the NPC. New strategies must be created to take advantage of these changes.

This edition of AA is typically faster as well. It is quick to set up and quick to play. Other editions can last 10-15 rounds before a clear winner is obvious. This game usually has a tipping point much much sooner.

The only drawback that I remember about this game is that it always feels like Germany's chances are extremely slim. Germany must always act quickly and get a little bit of luck, but other editions seem more even, where anything can happen if the strategy is right. This edition might be more historically accurate, but it seems that Germany loses more often. This drawback and be turned into an advantage though, as it opens the door for lots of house rules and game experimentation.

AAE Victory Conditions:
Axis: Must occupy an Allied capital and still control Germany until the next German turn.
Allies: Must occupy Germany and the Allied country's capital until that Allied country's next turn.


New Rules and Changes


As I mentioned before, AAE features several game changes that were new to Axis and Allies, or are only seen in this edition of the game. Here's a brief look at the major changes.

New Units
Destroyers, Artillery. Both of these units appear in more recent editions of the game.

Convoy Spaces
Germany can attack convoy spaces throughout the Atlantic (these represent trade routes between the Allies). Taking a convoy space doesn't earn Germany any additional IPCs, but it does take away Allied earning power. This is a great way to reduce the earning power of the Allies and even the game out.

Strategic Bombing Raid Escorts
Fighters can escort bombers on bombing raids and can be attacked by defending fighters. This also appears in more recent editions of the game, but the rules are slightly different here and it's nice to note this is the first edition to use this rule.

Middle East
Middle East territories have their own IPC value that is represented separate from the rest of the NPC. Allies must pay IPCs directly to Germany IPCs equal to the territory value that Germany controls. This can become a very big deal if Germany is successful in taking all the territories. This means +8 IPCs to Germany but ALSO -8 to the Allies. That can be a 16 IPC swing!

Special Cash Advance
Both Axis and Allies receive a special pregame +12 IPCs, to be placed and used before the first round of the game. Allies can spread the advance out or give it all to one county. This is a really unique twist to the game and helps guarantee that no two games are ever alike (unless the players decide to buy the same thing every time). New strategies can be attempted and alter key power-centers and territories of interest.+12 isn't enough to seriously alter the game, but it is enough to allow for a variety of pieces and tactical options.

This is a very interesting rule that I have incorporated into several other editions of the game. Sometimes for more, sometimes for less. Either way, it is a fun way to alter the game board and make sure no two games start the same way.


Additional Edition-Specific Dynamics


Non-Capital USSR Cities
Leningrad and Stalingrad have their own territory locations and factories in this edition. This allows for a certain amount of actual historical strategy, and can allow for prolonged sieges of the cities.

USSR does hold one tactical advantage here over Germany. USSR can build unlimited units with these factories, whereas if Germany takes the city, they may only build 1 unit per factory per turn. These are easier for USSR to hold and difficult for Germany to attack and defend if they do capture them. German player be warned, much as in the real war, Germany must not get trapped and try to hold onto difficult to defend locations.

One additional strategy point -- these are also locations where USSR can transfer other Allied units int USSR units. This makes them into a major focal point and gives USSR major incentive to hold on to them and Germany plenty of reasons to try and capture them.

Unit changes
Armor units defend at a 2, not at 3 as in other editions.

Somehow I seem to almost always forget this rule when playing Germany, and am them painfully reminded the first time USSR attacks and Germany has to defend itself. I really really hate this rule as I am forced to watch USSR cut through my land units. It seems like this rule is only in place to slow Germany as they invade USSR. I seem to have enough trouble winning as Germany, so I'm not sure why this rule is necessary.

Destroyer units can roll bombardment rolls during landing attacks.

Nice addition for the Allies during landing attacks, and a precursor to the Cruiser naval unit that was introduced in more recent editions of AA.


2nd Edition Rule Changes


I'm playing with 2nd Edition game rules update because apparently that's the version of the game I bought a long long time ago. There are only two rules and are pretty simple. Both make a lot of sense and they seem to limit certain Allied functions that otherwise can make the game too difficult for Germany.

1. Destroyer landing attack bombardments roll at a 2 to hit, not a 3.
2. Allied units can transfer to USSR only on USSR territories with a factory, not in any USSR territory.

The transfer of units to USSR is a very important game dynamic. Even with this slight rule change, it is very easy for USA and UK to fly fighters and bombers into USSR and create a powerful defense or new attack force for USSR.

The transfer of units to USSR makes the game difficult enough for Germany. Forcing the transfer of units to take place in a territory with a factory means that USSR isn't always adding bonus units. Just almost always.

This change also gives Germany an major strategic incentive to try and take Leningrad and/or Stalingrad quickly and eliminate these factories. Even though Moscow is still the major goal of the game, it is nice to incentivize additional secondary goals. 

For Germany to have a chance against USSR, they must keep the Allies on the defensive. If USSR can gain fighters and bombers every round, then they gain powerful attack forces far too quickly.


Final Thoughts


Rereading the rulebook I found myself remembering more and more about this game that I like. There is a lot of back-and-forth battles over the same territories, and Germany does have a tough road to victory, but I do like the game specific rules of this edition. I'm looking forward to getting back into the game and testing out some new strategies. 


While this game is out of print you can still find it for sale used.


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