Time for more Axis and Allies blogging!
Yes, we do go to this particular well quite often, thank you very much for asking. But today is gonna be different, because this time, we played Axis and Allies Revised!
I expect at this point, some people are asking, "What's so different about Axis and Allies Revised, as opposed to Global 1940?" If this is the case, you probably haven't played both of them, and I'm glad to offer my services as one of the players, assuming you have a free weekend or two, and a large surface area on which to put the 1940 board.
The major differences, other than board size, include fewer rules and abilities for Revised, a later starting date (1942), with Panzer divisions poised to parade victoriously through Red Square, Japan more or less ascendant in the Pacific, and fewer nations. 1940, in a historically accurate but otherwise misguided move, also includes France, however in most iterations of that version Germany at the least takes Paris on the first turn, dooming them to well-deserved irrelevance.
For the first time in a long time, we managed five players, but since I'm too lazy to give a nom de blog to any of them, I'll be referring to them as the countries played. Havoc Jack commanded the Imperial Japanese forces, and in a stunning departure from normal roles, I was in charge of the American armed forces.
Having made that long prelude to the actual meat of this post, I find again that I should've taken notes if I wanted to do a proper blog about it, and probably have done it in two posts, if only to boost my count. At any rate, starting from the end, the Allies were victorious due to having mostly locked down Germany; the Japanese forces were nearly poised to backstab Russia however their forward bases (one of which was provided by me, necessarily or not) could not have produced enough to cause too much devastation before Germany went under.
Some other items of note from the game:
After Germany successfully invaded Egypt, the UK attempted to take it back, and failed miserably. This temporarily led to them losing both India and much of Africa, however they were able to offset it somewhat by taking Norway and by the US launching an early invasion of Africa.
Japan did well on its early assaults, however as tends to happen they lost most of their ground forces. Had they more land units to take and hold territory they may well have wreaked more havoc then what they did manage.
In a spectacular bout of bad rolling in one round, Germany, rolling for 10 tanks attacking at 3 or less, managed a single hit. While they did win the battle in the end, due to at best average defense from Russia, it's still worthy of a mention.
The US didn't get nearly as much action as they could have, I probably could have just gone straight for Europe and had better results, especially vis-a-vis Japan's poor showing in terms of infantry.
Germany did a fairly effective job of protecting its air force up until near the end, when it was found that owning Denmark does NOT protect the Baltic sea from being invaded. Which it shouldn't really, given that here Denmark is grouped into Western Europe. When this was discovered, the Allies could have gone for the quick victory and taken Germany, which at this point was covered by only a single fighter, however we allowed a redeployment. Instead an attack was launched at most of the German air force, which happened to be unprotected by infantry, and actually succeeded in taking the territory.
Anything else? Oh, right: I don't like playing as the U.S., especially in this version. They hardly ever get any of the epic die rolling you can expect from the Eastern Front.
Also, when in doubt, buy infantry. I saw two examples of what happens when you don't, an example of why you need to do so, and, full disclosure, one minor counter-example. (To be fair, I wasn't expecting Germany to launch a more or less all-out air assault on the Royal Navy, but that's because I wouldn't do it.) WARNING: That link is to TVTropes. Go through at your own risk.