As I'd hoped, Bill has posted a battle report for the game of Axis & Allies (revised edition) that we played on Saturday. I played the Allies, while he controlled the Axis powers. Although it was a one-sided affair almost from the start, which is less interesting than a tight game, we still had a fun time with it overall.

Time runs out for Germany - click to enlarge

Players of the original Axis and Allies will definitely want to check out the later edition. Not only does it add a couple of new unit types (artillery and destroyers), but it also corrects a lot of the imbalances present in the 1981 edition, most importantly the terrible tech charts.

If I were to pick a few rules changes that make the biggest strategic difference they would be:

  1. Changing the defense value of tanks from 2 to 3. This is particularly massive for Russia, as it allows them to maintain a stronger defense while simultaneously delivering powerful attacks to Germany's eastern front.
  2. Adding the Sahara desert to Africa. This makes it far more difficult for the Germans to conquer the continent, starving them from what used to be a guaranteed source of IPCs.
  3. Low cost submarines. At 6 IPCs, subs are a steal - and with their sneak attack they can cause havoc early and often.
  4. Removing the combat value from transports, and making them ineligible as combat targets. A staple strategy in Axis & Allies naval combat used to be bringing extra transports to a battle to take early hits. Not only is this moot, but now transports are auto-destroyed when present in a sea space containing only enemy units.

I look forward to playing a game as the Axis sometime soon; after the beating that I delivered to Bill I'm curious to see if I can overcome the problems he ran into and threaten the world.