The shorter distances, relatively few starting units and substantially reduced economy does make the set up faster…
But what you gain on the front end with a quick set up, you loose on the back end, because this board reverts to classic style gameplay mechanics with the inf push, as the game drags round by round, since the unit replacement cost is so high, that you can’t afford to buy anything other than inf! The lack of artillery and increased cost of tanks (relative to classic) exacerbates this issue.
The overall production limitations, and the inability to purchase new production is headache inducing. The prime example is the inability to spend a remainder of 1 or 2 ipcs. This leads to situations where you are constantly purchasing inf and pointlessly saving the remainder of ipcs, because there is nothing that can be bought with the remainder, as the only divisibles are of 3! The next lowest is at 8 ipcs for the destroyer. This leaves a huge gap between the available unit purchases, which pushes it even further in favor Infantry, ala Classic. Relative to the numbers on the rest of the board, ships in 1941 are about twice as expensive as they were in Revised, maybe even more if you look at the sliding scale. The cost of the individual ship in IPCs may have come down, but the relative cost (to the total money in play) has gone up dramatically.
I agree that Axis and Allies is an exceptionally difficult game to teach new players. I hear you on this point, trust me. It is also harder to get enthusiastic about a new game, if that new game allows no margin for error the way 1941 allows no margin for error.
That’s why I find it incredibly frustrating that so much attention gets paid to fixing the 1940 games and Global, while this board seems to have been rushed out and now languishes. Not to bag on Global, I know many people enjoy it, but the charm of A&A has always been its intermediate position somewhere between a simple rainy day boardgame and the full on war game. If you want a game that is so nuanced and complex, there are other advanced wargames or computer games that will do a much better job of modelling WW2 to the Nth degree than the Axis and Allies system can effectively support. But even if you do enjoy A&A games at that scale and level of complexity, you have to admit that players need somewhere to start before they will ever get there. To my way of thinking, the starter board should be just as fun for the experienced player as it is for the total newb. It should provide a level of strategic depth and enjoyment, for old and new players alike. Right now 1941 strikes me as having all the drawbacks of Classic, with none of the charm of Revised. People who played Classic will immediately recognize the inf push dynamic as stale and tried, new players, while they will surely learn the lessons of the inf push, are saddled with an economy so tight, that they can’t do the normal things players like to do and experiment with. Like foolish naval buys, or ill placed factories, or crazy air or tank buys, when they have no fodder to back it up, you know, the stuff we probably once did too. On this board there is almost no room for error. You basically have to be an expert, and deeply familiar with inf push logistics and map exploits, or else very lucky, in order to win. And even then, the board is admitted to be unbalanced without a bid.
What good does a starter board, meant to teach people how to play, really accomplish if the unit cost/ability structure is so simplified? When many of the core mechanics that you need to learn to win on other boards are completely absent here? Factories, AA gun fire, Naval Bombardment, SBR, Artillery etc.
All this is supremely annoying, when it could have been easily fixed. Even if you were dead set against including the Artillery (which just seems stupid given it’s popularity since introduction) and determined to remove the new factory unit from the game, what would have been the harm of including some optional rules to allow for the important teaching of mechanics like AA guns, SBR, and bombardment? I mean 1 page in the rule books with listed “options” would have gone a long way.
Sure its possible to change this stuff, with House Rules, or by cannibalizing other boards for sculpts or rules, but it would have been a lot better and lot more engaging if this was just put out in the official box.
I don’t dislike the simplified map, or the simplified naval unit roster. On principle I think both those ideas are good. It is the simplified production that kills me.
The production distribution in 1941 has me completely convinced that IPCs are being arbitrarily kept low when they don’t need to be. I have made this point on basically every board that has come out lately, but 1941 just takes the cake. This map makes the comparisons even more stark, just a few examples…
Hawaii is the same relative value as Borneo (thank you! Finally! Now can you please do this with every other new board?)
If we accept that they have the same relative value here, why not on other boards? Where Borneo and Dutch East Indies have consistently been worth between 3-8 ipcs taken together. Borneo is 4 in Revised and 1942. Why then, is it so hard to justify Hawaii at that same relative value on those boards, the way it is accepted here?
There are other examples that drive the point home.
Alaska and Italy and Hawaii are all worth the exact same amount of production here at 1
Coastal China is 2/3rds the value of the United Kingdom
Manchuria has the same value as the entire continent of Africa
But most important, half the land area of the entire globe, is worth absolutely nothing!
I just don’t see the internal logic of production distribution. It seems increasingly arbitrary and meaningless to me every time I see a board like this come out. The relative production values, when you compare individual territories to one another, doesn’t hold up. Why not balance the base up to 1 ipc minimum instead of down to zero ipcs? It drives me half insane :) If there are more IPCs in contested areas and less in the core, it is better for gameplay. Here the opposite occurs (just like always) where all the money/production is in the core, and the contested areas are abandoned in favor of the core. Race to the center, again and again and again. Do I need to explain why this always happens? Shouldn’t it be obvious by now? It is because all the money is locked away in the core. Why couldn’t the money be put where it can more easily change hands, instead of secured into Capital territories that are effectively out of reach? Otherwise players just ignore each other, and push stacks to the one capital that matters, as we have seen time after time.
But again, these are just thoughts. Not trying to be negative :) I just think it could be better. Especially for a board that is meant to introduce new players.
Think about the first time you played A&A? What got you excited?
I expect it might have had something to do with rolling dice! Or perhaps it was the purchase phase? Buying a bunch of cool little plastic units and seeing what you do with them? Not groaning over the fact that you couldn’t afford even a single cool fancy looking unit! A starter board should encourage unit replacement and dice rolling, this board does the opposite, simply as an expedient to make the game shorter.
I don’t understand the rationale there, since it can still drag for ages on account of the whole no money, only inf thing.
Anyone else with this experience?