![]() Turn-Driven In A&A the players freely choose their actions during a turn within the scope of the rules, as opposed to a Card-Driven Wargame, where the players hand of cards restricts standard actions and allows special actions. Production A&A allows players to choose what units they receive as opposed to a reinforcement schedule (or no new units).Ħ. Differentiated Units In A&A, unit types differ significantly from each other.ĥ. Generic Units In A&A units are generic types, rather than portraying specific formations.Ĥ. Combat by Individual Units In A&A each unit involved in the game rolls directly for its effect, as opposed to having combat factors which are added up and compared to its foes as in many wargames.ģ. Games using large hexes, such as Axis & Allies: Battle of the Bulge are similar in effect.Ģ. Games using point-to-point movement (like A House Divided) are basically equivalent. Such games are well-suited for dealing with tactical mechanics of front-lines but tend to be overly complicated for strategic games. A hex wargame using 1/2 inches on standard sheet of paper would have 374 hexes (rather small for a hex game). The key here is the relative small number of playable locations. Area Movement A&A uses areas as opposed to hexes. ![]() What makes A&A distinctive are the following factors.ġ. ![]() There are many games that are similar to A&A, and would be good candidates for conversion to Triple-A or are interesting games in their own right. Axis & Allies is hardly the only wargame published.
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