Dan Raspler - 04:33pm Apr 4, 2001 PST (#626 of 692) Well, I just played the first couple turns of A&AP, and I'm pretty impressed. So far, Hasbro hasn't let me down. I can't give an in depth comparison, here, but my first impressions are very favorable. Graphically, it's great. You get a LOT of hardware for the money, including cool new 3-D Task Force markers and task force cards. These dramatically clean up the map. And there's nothing quite so bizarre-looking as the Japanese battleships; it's great to have such distinctive pieces to fiddle with. One of the stranger elements is that they have two kinds of models for the US fighters -- P-38s and Hellcats. Other than "let's give the loyal buyers more than they expect", I can't imagine why the company would do this. There are no rules for "land based air" versus "carrier based air" that I noticed. More superficial observations: The Japanese are a cranberry-red, which was a bit disappointing, but understandable -- I would have preferred an orange tone, but I can see Political Correctness rearing its necessarily unsubtle head, and convincing the designers not to make the IJN anything near yellow in color. The Chinese units (yes, the game covers the land war in China!), are recycled Russians from the original A&A, which is also a bit of a bummer. It would have been the ultimate in cool to have blue plastic Nationalist Chinese infantry, but HEY, there are also rules for the Burma road, so I'm not looking a gift horse in the mouth. The rest of the pieces are from A&A:E. As for the map, my hat's off to the graphic designer or art director who chose to "bend" the vertical lines of the regions slightly. While having no impact on play, these lines now mimic longitude lines, and really give the map a global feeling. Ingenius and subtle in the extreme. Like Pacific Victory, the game is balanced with the Japanese starting with a giant navy, and the Brits and US getting swamped for the first couple turns. Also like Pac Vic, the Japanese have a small starting income v. a TITANIC allied income. Over time, this disparity would overwhelm the IJN, so the designers have broken new ground and introduced victory points! Basically, for every $10 they make per turn, the Japanese get a VP. If they ever get up to 22 VPs, they win. Typically, they'll make 3 on the first turn, 4 on the second. If they can maintain this for four more turns, they win. Obviously, it's a race for the Allies to slow this down -- and it's a hell of a ticking clock. Normal Axis and Allies victory conditions apply, too (capture a capital to win). Other neat touches: "convoy zones." Along with the "convoy centers" like they have in A&AE (capture it to reduce the enemy's income without boosting your own), many areas of the map are marked "convoy zone" with the name of the neighboring island group (for example, "Phillipine Convoy Zone"). If a nation controls a territory and the convoy zone, they get the income from the territory. BUT, if the nation does NOT control the local convoy zone (i.e., if the enemy is blockading), they do NOT get the income. Can you say, "supply rules for mass market gamers," boys and girls? Very encouraging, and the dreaded "S" word doesn't appear anywhere in the rules. Yet more cool touches: 1) You can put your fighters on Combat Air Patrol! 2) Many of the territories are marked as air- or naval-bases. These extend the range of the units. 3) Several of the regions around Japan are marked as "Kamikaze" zones. Basically, 6 times per game, the Japanese can make Kamikaze runs, targetting individual ships before a battle and destroying them on a 1 or 2. 4) Special "first turn strike" power for the Japanese 5) Did I mention rules for the Burma Road? 6) Or that Japanese destroyers can now transport an infantry unit? I'm sure there are more neat changes to the A&A standard, but these are all that spring to mind. As for comparing AXIS AND ALLIES PACIFIC to PACIFIC VICTORY? Well, while A&A:P is substantially more "realistic" than straight A&A, it's still an extremely goofy model of combat, since the defender never can retreat and a victorious attacker can neither reinforce nor pull back. Then there's the infinite capacity of Hawaiian industry to crank out new battleships and fighter squadrons every turn... Not to mention the complete lack of supply rules, or weather rules, or search... At the end of the day, so much of the Pacific conflict was governed by intelligence and fog-of-war that I must conclude that PACIFIC VICTORY gives a more "realistic" showing. Both games dramatize the value of air-power at sea, but in PV subtrefuge and misdirection allow a player to capitalize on temporary shifts in local strength in more "historical" fashion. BOTH games are heavily luck-based... but at least in PV you get to target which type of unit your guys are aiming for. If I had to pick one game to own, I'd pick PACIFIC VICTORY. But if I had to pick one game to own if I had a 10 year-old kid glued to the Playstation? AXIS AND ALLIES PACIFIC all the way.