Our group of 6 played their first game of AA50 today, playing the '41 scenario. This group has been together for 20+ years and have played every type of game you can imagine, including all the other A&As. With 6 people we had 1 person playing each nation. It took us about 9 hours to complete the game, with only one player having read the rules, eating while playing, and taking our time due to rule reading and trying not to make mistakes. In short, the Axis were struggling the entire game, giving up after turn 7 or 8. Here’s a general flow of our game.
The UK discovered Heavy Bombers on turn 1 and the USA discovered Improved Shipyards on turn 1 or 2. Needless to say, the Axis were being pummeled by Hvy English bombers for the rest of the game. Italy pretty much was put out of the game on turn 2, losing it’s entire navy to Heavy Bombers and having it’s only industrial complex bombed into the dark ages every turn. Italy never got going in Africa. America and Japan had a back and forth battle in the pacific for the first 3-4 turns, while the USSR kept pressure on Germany while the UK bombed Germany into submission throughout the game. The Axis did make it semi-competitive with a sneaky take over of Moscow, but it only prolonged the game as it looked as though they may come back. With Japan fighting a 3 front war vs USA/China/USSR they never were able to eject China, couldn’t compete with USA’s early Improved Shipyards (Japan got Improved Shipyards late in the game), and couldn’t put enough pressure on the USSR to keep them from running over Germany.
Overall, we had a good time, but spent a lot of time going over the rulebook and coming across situations not covered in the rulebook. Thankfully, we found answers on these boards from Krieghund. Even with these clarifications, we weren’t all too happy with the holes in the rulebook. Some Pros and Cons of AA50, after 1 game:
PROS
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Large map allows for easier unit placement
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6 nations makes the game seem more even
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Game seems more balanced
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The National Objectives resulted in battles for territories all over the map
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The new Research Token rule is better than previous tech rules
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Reduced naval costs keep the sea battles going
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New sub rules are much better than all previous editions
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Cruisers are a great addition, filling in the much needed gap between the DD and BB
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Gamepiece holders are very nice, with covers so units don’t fly all over
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China, while adding lots of clumsy rules and units too close in color to USA, are a nice play balance addition
CONS
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3 separated map section is a royal pain, but can be cured with connectors. It still should have been one folded piece
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While new map looks nice, the natural terrain look makes it much harder to tell who owned territories at start of game, making calculating income on the fly VERY painful
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Rulebook wasn’t playtested (read upon completion) enough. We couldn’t believe the things that were missing or unclear
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Early techs can still throw the entire game into a lopsided, unrecoverable mess if one side gets 1 or more and the other side doesn’t (Heavy Bombers still seem too strong).
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Random and luck-based tech rules can throw an otherwise tactical and strategic game into a lucky die fest
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Italy and Russian units are almost identical in color, to the point where you literally can’t tell them apart.
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Italy is pretty pathetic and probably not worth assigning one player to play
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Too expensive for what you get and slightly new rules and pieces