Others say...

"Good Game"
As a huge A&A fan, I think that the people at Avalon Hill have created a great game. However, I think that some of America's resources should go to the Eastern Front, so they can't build an instant navy of3 Battleships on it's first turn.

"few options for Japan"
I have owned and played Axis & Allies for nearly 20 years. The number of strategic options for each side are nearly limitless and with two good players, the game can go on forever. I have never actaully kept count, but I am sure that some of my games have lasted at least 20 and perhaps as many as 30 rounds.

The Pacific war version has been designed with such historic acuracy that it is actually impossible for Japan to win the war. So, the creators have had to include rules for "victory points". The Japanese player if forced to either make a mad dash to conquer India or Australia, or to just hold on to enough territory to earn the necessary points for victory before America builds its inevitable gargantuan force and crushes Japan.
The game also has one more downside; it takes two people about 3 times as long to set up as the original Axis & Alllies.

"One Awsome Game"
This games was one of the best games I have ever played. It wasn't the most educational game I have played, but it certanly was the most fun. I couldn't stop playing it with my cousin. It's a great game for a rainy day or just if your bored. The pieces were pretty durable also.

"Mixed Messages Here..."
I don't tend to write reviews, but I think this one is justified for the new purchaser of A&A:P. First of all, I find the game to be quite challanging and enjoyable for intermediate to expert A&A players. I leave out beginners beacuse, as other reviewers have pointed out, fronts are relatively nonexistant. I think that standard A&A will prove to be easier to catch on to for a more inexperienced player as you can clearly see where the fronts are, why they are there, where the reinforcements are coming from, etc. On A&A:P, with all the sea zones (not to mention the airports and naval bases which add movement to planes and boats respectively), a novice might think his fleet is relatively safe when, in fact, it is threatened by a ton of the enemies stuff.

The main reason I'm writing this though is because I have seen a couple reviewers say that a win with Japan is inevitable and others have said that the Americans are too powerful and they will eventually win. I just wanted to post what I have found so far.

Japan, typically, has the advantage (and this is further evidenced by online tournaments where the players "bid" over who has to take the allies). In 9 games, I have seen 3 Victory Point wins, and two India Takeovers. Of note is also that Japan was maybe one or two rounds away from submission on 3 of those VP wins (America and Aussie right on the doorstep and pounding away with their bombers which reduces Japan's VPs).

India most certainly has enough resources to defend itself. On the two India captures I have seen, the British player allocated more money to Australia than India. The key to holding India is too give ALL the money from the British Convoys to India and build a ton of guys and a ton of artillery. You have to have an offensive threat to Japan over there, otherwise they will build up with impunity and eventually crush (or win with VP).

To the reviewer that said America is overpowered.. If you have a smart Japanese player who expands fast, BUT THEN contracts just as quickly, you should eventually be facing this navy:

3 Battleships; 4 Carriers; at least 15 fighters; 2 bombers; and about 8 destroyers and maybe 10 transports.

That's just what Japan STARTS with. By turn 3 they should be earning at least 30 IPCs per turn.

Let's see, at America's 72 dollars a turn (they immediately lose 3 on the phillipines unless Japan players is on crack), or 3 battleships, that's QUITE a lot of catching up to do. And don't forget: you only have about 8 turns to do it.

I have seen four or five Allies wins, but they all been through very interesting tactics (ie Bombers racing to China; no Pearl Harbor movement until 6 battleships and 2 carriers were up and running, etc).

Bottom line: This game, in my opinion, is quite well balanced at the intermediate level. I think once people become experts at it (not that I am by ANY means), the game eventually favors the Japanese, but for different reasons than stated in these reviews.

"If you enjoy Axis & Allies, this is a great variation"
Coming off of the great success of Axis & Allies: Europe. This Pacific campaign-focused game is a great substitute for the regular game if you do not have the requisite number of players or enough time for regular Axis & Allies.

The game contains 2 new units: artillery and destroyer which are great additions to the game. Additionally, inclusion of convoys, naval and air bases create an A&A game style that is quite unique and creates a variety of different strategies that can be employed throughout the map. In this way it is quite different from both Axis & Allies and Axis & Allies Europe. Every game does not end up being the same.

Overall, a great game that typically takes 2 to 3 hours and has replayability value that is just as high as A&A and A&A: Europe

 

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  Axis & Allies Pacific

List Price : $44.99
Our Price : from $34.98

Why I buy this one ?
- Axis and Allies Pacific is the second expansion to the Axis & Allies game system. In this game, the three main powers (Britain, Japan, and the US) square off against each other against the backdrop of the Pacific ocean.
- Ages 12 and up. 2-3 players. 335 historically accurate battleships, carriers, fighters, artillery, and more! Complexity level: Challenging.
- Contents: Gameboard Map, National control markers, national production charts, battle board chart, industrial production certificates (IPCs), 12 dice, plastic chips (gray and red), gameplay manual.
- Axis & Allies Pacific invites you and your opponents to determine the future of the Pacific! Good Luck. The fate of the world is in your hands!



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What our customer's say!

"EXCELLENT", I am a fan of this kind of game and it is a must have!

"This game is great!", This board game is the best Axis and Allies game yet. i think the battle is kind of lopsided. the Japanese are outnumbered 3 to one. If you get this game, make sure the person you want to play as the Japanese is a good strategist. otherwise, the game will be over in an hour or less. the plastic pieces are very durable, except the american fighter and Japanses soldier. the game isn't really educational. but it puts you in the shoes of a general, so I guess you could learn something from it. I hope this review helped you.


"Terribly Fun. A excellent buy.", This is a really great game. The map and playing pieces are beautiful, the game fluid and fast-paced. The designers made the rules easy to understand and it's very quick to get the game rolling forward. The games I've played have typically wrapped up in a couple hours. As a teacher, I think the game would work great as a teaching tool. There are few better ways to learn about the Pacific War than have to make the same strategic decisions and mistakes. The game has a few bumps and rough spots, but other than that, Axis and Allies: Pacific plays very well.
The game covers World War 2 in the Pacific with the players in the role of the United States, the British, and the Empire of Japan. It's really a two-player game, US v. Japan. At times, the British player tends to feel like a third wheel, especially if the Japanese player can prevent a big British fleet from forming (which is not terribly hard). As for playing the Indians or the Chinese, well, bring a magazine or something. As for the US and Japanese player, the Japanese start with a big, impressive fleet and try to fend off the ever growing American strength while pushing their domain outwards in Asia and the Pacific. Each game usually has a dramatic tipping point, probably when the Americans win their first big naval battle. After this point, the Japanese empire rapidly folds and the Japanese player has to scramble to pull off a win.
The game has a few rough spots. As is, it's set up for a "quick game," one probably not lasting more than 6 or 7 turns, in which the odds are actually stacked on the Japanese side. That is the biggest problem with the game- the Victory Points system by which Japan wins is not very good. It's quite awkward, winning through accumulating 22 victory points, and about as much fun as winning in boxing "on points." Further, it tends to create highly artificial moves from the Japanese player- one gets about 15 points or so and then pulls everything back to Japan to coast through the last few turns. But it's a board game and changing rules is both easy and fun. A "victory cities" system, and you can easily find them online, is probably the quickest way to fix it.
Also, get rid of the Industrial Complex in Hawaii. That makes the Americans far too powerful.
On the whole, this is a terribly fun game- easily worth the price. I've even gotten it down and played by myself once. It seems mandatory, though, when fighting naval battles, to move the airplanes and make little "vroom-vroom" and "ratta-tat-tat" noises. Good sound effects should definitely be worth an extra attack die. Maybe even two.


"Almost as good as the A&A Revised Base Game", Axis and Allies: Pacific is an excellent game. To understand the scenario, envision the base game with a zoom focusing your attention to the pacific theater only. The strategy component is basically this: can Japan last long enough against the onslaught of the US to get a "victory point win" (a technical win), or can Japan take India or Australia and hold it for a turn. Otherwise, in the long-run US will crush Japan in this game. Given that explanation, I have found through several plays of the game that Japan has a very good chance of getting a victory point win (if Japan uses this angle it seems to be a fairly even game). Only problem with the victory point win however, is that this strategy is somewhat anticlimactic (personally, I like to invade and see the opponent crushed). Given my personal inclination I prefer to go the non victory point route (which is unfortunately highly unlikely to succeed). India is easier to attack than Australia (Australia is too far away to reasonably take over with transports and navy support) but due to a strategy called substalling (basically the US can put a sub in each sea-zone which slows the approach of the US navy and allows India to stockpile Infantry and move reinforcements from China) even an India win is unlikely (if playing a decent opponent). Given all of the above points Japan is somewhat forced to go for the somewhat boring "victory point" strategy and the US has to race against the clock to prevent this from happening. While this was fun during the first few games, it doesn't hold my interest as well as the original over the long haul. Also, the US player is basically forced to be reactionary to whatever Japan chooses as a strategy.

As a side note, keep in mind that there are several rule changes unique to A&A: Pacific (aircraft can only attack a sub when destroyers are present, combat air patrol, destroyers perform shore bombardment on an attack of 2 instead of the usual 3, etc.)

Despite my complaints however, I would recommend this game, as it is quite enjoyable to play and there is more naval action here than in other A&A incarnations.



"It's an improvement...", Axis and Allies Pacific is an improvement over the base A&A game, if for no other reason that the U.S.A. actually gets a decent chance to participate in game play. Basically the game is played the same as the base version except, like A&A Europe, there are additional rules for the Sea areas.

The Good: Not only does the US get a chance to participate, but Japan is also a much more interesting factor in game play. For the first time in the A&A series, sea battles are a very important part of game play strategy, which makes for a very different game, so it's not just a more focused outlook on the original A&A battle board.

The Bad: The game is unfortunately unbalanced in that it favors the Axis in both turn order and how victory is achieved. Japan has the first turn and basically sets up a reactionary stance for the Allies for the remainder of the game. Like in the original A&A the US needs at least 4 turns to gather enough steam to go on the offensive.

The Ugly: Because the only random aspect of the game are dice rolls during battle, the strategy involved boils down to a repetitive template where Japan has to make certain attacks on the first turn in order to assure advancement. This is due to the format of the game in which troop placement is predetermined and leaves little room for active strategy. This was a problem in the first game (where it really sucked to play Russia) and is an aspect that needs to be changed for repeat play to be a little more fun.

All in all this game is an improvement, but hardly stunning.




 
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Read this reviews before You buy...

"Flaw in rules", Axis & Alies Pacific would be an interesting game if not for the rules flaw. It is impossible to stop Japan from taking and holding India by the 4th turn. According to the rules, all Japan has to do to win is occupy one of the 3 capitals for 1 turn. The Allies do not have the resources to stop Japan from doing this. If you take this rule out of the game, it becomes an excellent game to play, but with this rule the Allies cannot win.

"Great Game", If you liked Risk, You'll love this game. Please ignore the Chris and Patrick reviews, this game is great and if it was accurate to history the U.S. would always win! Some say it's lop sided but if you have two of the same skill players watching and defending the oubvious threats it's fair. It's much more fun then the others.

"A&A", RISK times 10. Best board game I have ever played. I chose A&A over gcube and computer games for christmas, don't knock this game untill you play it. it's an all day rainy day game.

"best board game yet !", If you like action, this games got it. No game even comes close to it. even though this game gives the advantage to the japenesse then to the u.s., this game is tight. i have hours of fun playing with my cousin.

"Not for the faint hearted", I love this game. I love all the Axis & Allies games. My friends and I will pull all nighters sometimes to stay up and play straight through. It's fun, challenging, and thought provoking. Not a bad way to spend an afternoon.

 
 
 

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