|
| |  | Webkinz & Plush Toys | Home » » Axis & Allies Pacific 1940 Game | | | | | | | Product Details: | | | Product Length:
| 18.25 inches | | Product Width:
| 3.12 inches | | Product Height:
| 12.25 inches | | Product Weight:
| 4.5 pounds | | Package Length:
| 18.35 inches | | Package Width:
| 12.28 inches | | Package Height:
| 3.15 inches | | Package Weight:
| 5.42 pounds | | Average Customer Rating:
| based on 18 reviews |
| | | | Customer Reviews: | |
Average Customer Review:
( 18 customer reviews )
Write an online review and share your thoughts with other customers.
Most Helpful Customer Reviews
39 of 39 found the following review helpful:
Great War Game With Historic FlavorFeb 17, 2010
By J. Schaefer Axis & Allies Pacific 1940 uses the same core set of rules used in the 50th Anniversary Edition and 1942 edition of the game, but the similarities end about there. This game focuses on the Pacific theater with the United States, China, United Kingdom, and ANZAC (Australia/New Zealand) prematurely "setting" the Rising Sun of Japan.
This game uses the same premise of the original Pacific but with the new set of core rules. Other major changes from the original Pacific is that the Victory Point system is no longer used and the Combat Air Patrol has been revamped and now called Scramble.
The map spans from India out east to the United States and has many more Asian territories most similar to the Anniversary Edition. There are also more sea zones and island territories on this map. Additional units and rules in Pacific 1940 also gives this game more of a historic flavor that really enhances the experience as compared to 1942 edition. The board itself is very large at 35" wide by 32" tall and will match up with the upcoming release (Q3) of Europe 1940. The two maps combined (billed as measuring 60" x 32") is rumored to have multiple set ups (by year - similar to 50th AE) and it's own unique subset of rules (like Technology, etc.) Mum is the word on exactly what these might be, however.
Before your first game you will want to search the web for revisions to the rules/setup than what was initially produced (called errata - they're out there on a prominent forum dedicated to Axis & Allies). There are a number of things that have changed after feedback from players as well as additional play testing by the development team (unofficial at this point as they are probably still looking into feedback from players). I won't cover what these are as they still may change but they are significant to game play.
Overall quality of the game components is great and what you would expect:
* The board is large and very durable. I prefer boards that do not fold but then the box would've been massive
* There are plenty of units and chips (a tad too few Tac Bombers for Japan)
* Includes the player aids and storage trays (no dividers) that we have seen in the past (besides 1942 edition)
You can expect the time to complete a game to be about the same as other versions of Axis & Allies (3 1/2 to 5 hours for experienced players). The Political Situation (rule) starts the game with Japan at war with China but not US/UK/ANZAC. This essentially gives Japan free reign of the Pacific for up to 3 turns while it moves it's units into position for it's attack on US/UK/ANZAC; or it can launch an unprovoked attack before then at the risk of bringing the US into the war earlier (US starts the game with reduced IPCs but it's income gets a boost when it's "at war" with Japan. The UK/ANZAC may declare war during any turn, but any counterattack by Japan will not bring the US into war (so it had better be a crushing blow).
The addition of Naval and Air Bases really makes things interesting as those units have more range than what you see in the 1942 or 50th AE of Axis & Allies. This really adds an element of strategy on where to place your units around various islands and territories. Pacific 1940 also introduces Tactical Bombers and Mechanized Infantry. Tac Bombers when paired with Fighters/Tanks have an attack of 4 (instead of 3) and may land on Aircraft Carriers. Mechanized Infantry have a movement range of 2 as well as the ability to blitz along with tanks.
This game is probably best played with 2-3 players (3 players being Japan, United States/China, and UK/ANZAC) but could be played by up to 5 people if you want to break China away from US and ANZAC away from UK.
The following are some of the new elements to Pacific 1940 compared to 1942 or 50th Anniversary Editions
Units:
* Tactical Bombers and Mechanized Infantry
* Aircraft Carriers are now Capital Ships and take 2 hits to destroy (damaged Carriers cannot launch/land planes, though)
* Industrial Complexes are divided into Minor & Major (Major = up to 10 units mobilized, Minor = up to 3 units mobilized) and are upgradeable
* Naval and Air Bases (adds 1 movement point for units leaving these sea zones/territories, also where Capital ships are repaired)
* Anti-aircraft guns now only cover attacks against units (Industrial Complexes and Naval/Air bases have their own "built-in")
* Tanks cost $6 and Aircraft Carriers $16
Major Rule Additions:
* Political Situation - In short, all nations are not hostile to start (except Japan vs China)
* Scramble - Air Units on Islands with Air bases may defend in Naval combat in surrounding Sea Zones
* Convoy Zones - hostile Naval units in convoy zones reduce income received from Territories in that Sea Zone
* Kamikaze - Japan can conduct up to 6 Kamikaze attacks in certain Sea Zones (Kamikaze symbol printed on map)
* Neutral Nations - These now have units printed on the map that are placed when their borders are crossed
Pacific 1940 is a must have for any fan of the Axis & Allies franchise and I recommend this to anyone who enjoys a quality strategy game with a little more substance. The additional rules may take a game or two to master but are well worth the time investment. The Political Situation rules alone adds an element of history and strategy that enhance the Axis & Allies experience. I am very interested to see this effect on the combined global game when Europe 1940 is released. Despite the initial need of rule/setup corrections, Axis & Allies Pacific 1940 is a quality board game that will give you and your friends many hours of entertainment.
Happy Wargaming!
10 of 10 found the following review helpful:
1940 PACIFIC: GLOBAL PERSPECTIVEFeb 25, 2011
By EMAN NEP My audience for this review are those who currently own 1940 Europe and are curious about the "Global 1940" game that can be had when the two sets are combined.
SETUP: The Pacific 1940 board lines up perfectly with the Europe 1940 board.
The Global turns are as follows: (Germany, Russia, Japan, UK Europe, UK Pacific, Australia, Italy, US, China, and France).
In "Global 1940", Japan has a big navy that is divided into 3 main areas. There are also an insane amount of aircraft at Japan's disposal. Ground units and finances are where Japan is particularly--but understandably--lacking.
CONSIDERATIONS FOR JAPAN: Despite their military might, Japan has to ask itself the following question early on: Do you attack China and ignore everyone else (allowing them to beef up and buy technologies)? Or do you go all-out and hope for the best?
I've played Japan in several Global games, each time with different tactics. In the end, the result was always the same: Japan can just barely stay alive when it's fighting a 3- to 5-front war (Australia, UK Pacific, Russia, US, and/or China).
Focusing solely on China is generally a waste as you're only making 1 IPC gains and often losing much more in troop strength. In addition, China has the nerve-wracking ability to spawn soldiers and artillery immediately on the front lines. Mainland minor factories are a wasted investment, especially when Australia and UK come in to run you over.
However, mostly ignoring China and attacking UK and Australia is also difficult, as this also brings the US into the war. Capturing Calcutta or even Sydney has never even come CLOSE to happening--and Japan can sure use some enemy IPCs.
LESSONS LEARNED (THE HARD WAY):
Keep your aircraft carriers alive and functional! Fighters and Tac. Bombers on islands have a very limited range.
Invest in a major industrial complex on the Asian mainland instead of 2 or more minor ones.
Transport those men who are "vacationing" on lonely islands to more practical destinations (Manila, Hong Kong, etc).
Don't completely ignore China and/or Russia, or they will be your undoing!
OVERALL: As I haven't played the Allies in the Global setup I can't comment on their strategy, but I will say that allowing newer players to take the role of the Allies is a wise decision as mistakes can more easily be remedied. China is arguably the most frustrating opponent for the Japanese and, despite not having a capital or abilities to create the usual range of units, a long life-span.
Compared to Axis and Allies 1942, the Global game can either be extremely frantic or MUCH slower (if Japan doesn't attack UK or Australia then the US CAN NOT enter the war until turn 4 (usually 5+ hours later)). I personally feel that Axis and Allies 1942 is better balanced, but Axis and Allies on the global scale is also very fun if you don't mind learning a few new rules.
5 of 5 found the following review helpful:
Awesome game for any Axis and Allies FanDec 15, 2010
By J. Muse I am a huge fan of the original Axis and Allies and until Pacific 1940, have not bought any of the other variants of the game (Battle of the Bulge, Revised addition, Spring 1942). Having played through Pacific 1940, I can tell you that this game is awesome... it has all of the core game play of the original Axis and Allies, but the new factions, rules, units, and political situations make this game a masterpiece.
One of the things that I really like is the re-playability of Pacific 1940. With the original Axis and Allies, I felt like there where a handful of ways to win and if you deviated from those strategies then you where in for an up-hill battle... Pacific 1940 may ultimately end up being the same way (I haven't play tested it enough), but my initial impression is that there are a lot possibilities for winning/ loosing. Being that the setting of 1940 starts earlier in the war, there are a lot of critical decisions that must be made early on for both sides. As Axis Japan, you start off as a military power house and have tons of resources at your disposal... do you launch an offensive into China and give the allies time to build up, or do you go on the offensive early and hit the British and ANZAC forces which in turn will bring the US into the war? As the allies, you try to slow the advance of Japan long enough to bring the production Juggernaut US into the theater... it is up to the British and Chinese to slow down the Japanese on the Asian mainland, while ANZAC harasses the Axis power in the South Pacific.
My initial impression is that this is an awesome addition to the Axis and Allies universe and would highly recommend it to anyone interested in WW2 history or strategy games. This game can also be paired with the Europe 1940, which allows you to play out the second world war on an epic scale (I am looking forward to playing this Global version at some point in the future).
8 of 10 found the following review helpful:
Fun game of WWII in the PacificApr 07, 2010
By John P.
"Science Fiction Fan"
In a nutshell, this is Axis & Allies in the Pacific.
The set up time is much longer, with many more units.
The Japanese player has an advantage, only for a short while till America's productuin soars ahead.
But here's a house rule that works. A 'what if' the Japanese only attack British and it's Allies, for the first 3 turns. Not the USA.
Normally, the rules for a first suprise attack is 'defend with a 1'. However, this only applies the the British and it's allies, (Australia, India, China, NZ)
In turn 2, if USA is attacked, 'defend with a 2'. If the Japanese wait till the 3rd turn to attack the USA, they 'defend with a 3'.(defend 3 or less, depending on the defensive unit, then regular battle chart starting turn 4)
And if you want a 'MONSTER game, put the A&A Europe next to A&A Pacific, with a few house rules, you will have a long game.
John & EW
3 of 3 found the following review helpful:
Great game to PlayJan 09, 2011
By Game player If your into Strategic board games, This is a really neat game to play.
One thing about this game is that Japan does not have enough strategic bombers. They only have six, and the game starts them off with at least ten. So when you are setting up the game, You have to use chips uder the strategic bombers to represent how many strategic bombers thier are.
Axis and Allies is not for everyone. The Person should be into history and Like planning and thinking a lot to really enjoy this game. The rules sometimes are not so clear. They can be sometimes ambiguous. I would say that sometimes the players have to decide what is right and wrong when the rules are ambiguous.
The game itself is good, but I can see how not all people would be into it.
This is a long game to play if the people playing are really into strategy. The game can take more than four hours to play. I have heard stories that it can take up to eight hours. It all depends on the people playing.
What Axis and Allies or Avlon Hill should do is try to create other games like the Korean war or Vietnam. Perhaps, even create games based on Iraq and Afganastan.
See all 18 customer reviews on Amazon.com
| | |
|