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<blockquote data-quote="Rune" data-source="post: 8201705" data-attributes="member: 67"><p>Since we’re getting granular:</p><p></p><p>Anniversary is definitely the version with the best components (at least the first print was; I’ve heard the second has less-hefty pieces, but no first-hand experience). It is also is the first to have modern transport rules (that prevent them from being used as cannon-fodder). Also the first to use cruisers, if memory serves.</p><p></p><p>It does not use the same anti-aircraft unit rules as the other modern games (1942 2nd E and all versions of 1940 2nd E). It does include the destroyers and artillery units first introduced in the original Europe and Pacific games, as well Armor units that defend at 3 instead of 2 (as all games since Revised have done). Still priced at 5 IPC, which makes them crazy powerful.</p><p></p><p>Anniversary also comes with two set-ups: 1941 and 1942, I believe, but my group never much cared for the 1942 set-up. It looks a lot like the set-up of most games that start in that year, but in order to get there from the 1941 set-up, Japan would have to make some pretty dumb logistical decisions. I think – it’s been a while.</p><p></p><p>1941 is a great pick-up game (if you give USA a destroyer off the east coast and 3-5 extra infantry in Moscow; the out-of-box set-up is significantly unbalanced). I personally like the low-income/few units aspect of the game, but the rest of my group feel as you do. (It’s also a far swingier game because of the dearth of units; each battle has the potential to change the course of the game.)</p><p></p><p>Germany starts with 12 IPCs, though. USSR is the only one to start with 7. Also important to note that a misprint (in two places, if memory serves!) gives USA 17 IPC when the territories total 15. So look out for that.</p><p></p><p>If you’re (general you) looking for a super-casual/introductory game that is roughly the same scope, Axis & Allies & Zombies uses almost the same map, but with more resources. It can be played without the zombies (but I personally like the mechanical and logistical variation that the zombies introduce).</p><p></p><p>Worth pointing out, 1st E used the same map as Revised (essentially) and old anti-air rules. 2nd E expanded/zoomed into the map a little (less than Anniversary). Haven’t personally played it.</p><p></p><p>Global is where my group was at (before War Room). And probably most hard-core players. It is very granular. It introduces tactical bombers and mechanized infantry as units. As with Anniversary, Italy is a separate power, but unlike in Anniversary, can do more than just be a liability. Also a separate power: France. But if that’s still true by the end of Germany’s first turn, the Axis have already lost.</p><p></p><p>Zombies uses a deck to trigger events and new zombie uprisings. It also includes a deck for 1942 2nd E, although I suspect there wouldn’t be quite enough zombies to cover the map.</p><p></p><p>The zombie dynamic changes the game in fun ways, but as I mentioned earlier, plays well without the zombies if you’re looking for a better version of the quick, super-casual A&A experience that 1941 provided.</p><p></p><p>Of these, I only have personal experience with 1914. The way they managed to make the A&A combat mechanic feel like trench warfare is neat (one cycle of combat only, land units kill on one number higher than in other A&A games). Unfortunately, the Central powers have almost no chance of victory in that game (even with the quicker tournament rules), so replay-ability is low (and disappointing).</p></blockquote><p></p>
[QUOTE="Rune, post: 8201705, member: 67"] Since we’re getting granular: Anniversary is definitely the version with the best components (at least the first print was; I’ve heard the second has less-hefty pieces, but no first-hand experience). It is also is the first to have modern transport rules (that prevent them from being used as cannon-fodder). Also the first to use cruisers, if memory serves. It does not use the same anti-aircraft unit rules as the other modern games (1942 2nd E and all versions of 1940 2nd E). It does include the destroyers and artillery units first introduced in the original Europe and Pacific games, as well Armor units that defend at 3 instead of 2 (as all games since Revised have done). Still priced at 5 IPC, which makes them crazy powerful. Anniversary also comes with two set-ups: 1941 and 1942, I believe, but my group never much cared for the 1942 set-up. It looks a lot like the set-up of most games that start in that year, but in order to get there from the 1941 set-up, Japan would have to make some pretty dumb logistical decisions. I think – it’s been a while. 1941 is a great pick-up game (if you give USA a destroyer off the east coast and 3-5 extra infantry in Moscow; the out-of-box set-up is significantly unbalanced). I personally like the low-income/few units aspect of the game, but the rest of my group feel as you do. (It’s also a far swingier game because of the dearth of units; each battle has the potential to change the course of the game.) Germany starts with 12 IPCs, though. USSR is the only one to start with 7. Also important to note that a misprint (in two places, if memory serves!) gives USA 17 IPC when the territories total 15. So look out for that. If you’re (general you) looking for a super-casual/introductory game that is roughly the same scope, Axis & Allies & Zombies uses almost the same map, but with more resources. It can be played without the zombies (but I personally like the mechanical and logistical variation that the zombies introduce). Worth pointing out, 1st E used the same map as Revised (essentially) and old anti-air rules. 2nd E expanded/zoomed into the map a little (less than Anniversary). Haven’t personally played it. Global is where my group was at (before War Room). And probably most hard-core players. It is very granular. It introduces tactical bombers and mechanized infantry as units. As with Anniversary, Italy is a separate power, but unlike in Anniversary, can do more than just be a liability. Also a separate power: France. But if that’s still true by the end of Germany’s first turn, the Axis have already lost. Zombies uses a deck to trigger events and new zombie uprisings. It also includes a deck for 1942 2nd E, although I suspect there wouldn’t be quite enough zombies to cover the map. The zombie dynamic changes the game in fun ways, but as I mentioned earlier, plays well without the zombies if you’re looking for a better version of the quick, super-casual A&A experience that 1941 provided. Of these, I only have personal experience with 1914. The way they managed to make the A&A combat mechanic feel like trench warfare is neat (one cycle of combat only, land units kill on one number higher than in other A&A games). Unfortunately, the Central powers have almost no chance of victory in that game (even with the quicker tournament rules), so replay-ability is low (and disappointing). [/QUOTE]
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