1941: Axis & Allies Review

1941: Axis & Allies Review

Jul 29, 2013

War games seem to be so different in style and gameplay to the rest of the video games today that it seems as they’re a completely stand-alone thing now. Most of the gamers don’t acknowledge their existence, stirred away with symbolic graphics and unfriendly learning curve, while people who actually play wargames are always imagined as being officers in their forties, not participating in any other form of entertainment. Whether it’s true or not, war games can learn a thing or two from the more usual strategies, and can try to offer an infinitely interesting and complex gameplay to the less hardcore gamers. Civilization did just that two decades ago, and seems to be doing just great. Anyway, 1941: Axis & Allies is a classic Risk-like turn-based strategy about World War II, so it’s definitely not for most of mobile gamers. Although it doesn’t mean that it’s not interesting.

Starting conditions in 1941: Axis & Allies are always the same. There are five sides of the conflict, already in their historical places, ready for war, and the only things that can be changed is what sides of the conflict are controlled by the player. After choosing, which ones are controlled by the player, and which ones are by AI, the game begins. Mission is simple: control all three allied headquarters, or both axis headquarters at the end of the turn. Completing these missions, however, is far from simple.

1941 Axis & Allies 4Each of the sides gets five phases of its turn, before giving it to another player. The first phase is “purchase”, where several units can be chosen to be constructed, depending on whether the player has required facilities, and resources. Next phase is “strike”. Player needs to pick a unit, and drag it to the neighboring enemy territories, preparing to the following “combat” phase, where the action happens.

In combat phase, the player needs to tap on the territories he tries to capture, engaging into battle mode. In combat mode, attacking and defending sides take turns, attacking each other and calculating their losses, depending on the dice rolls. After all the battles are completed, player engages in a “maneuver” phase, which is basically an additional “strike” phase that allows relocation of some more units through friendly territories. Final phase is “reinforce” phase, where the units that were bought during the purchase phase, are allocated into a territory of choice. After that, the turn is given to the next side.

1941: Axis & Allies is a relatively simple war game, but it still suffers from the lack of user-friendliness. Thankfully, there’s a vast manual that can be accessed from the main menu by tapping on the top right side of the screen, and then clicking on the question mark. Even then, the game isn’t easy to grasp for the players that aren’t familiar with war games, so I wouldn’t choose it, if I wanted something relaxing. Still, it’s a very interesting title, and definitely a great present for the fans of classic turn-based strategies.

1941: Axis & Allies Review Rundown

6.5
Graphics/Sound - Very rudimentary graphics and sounds, although without any performance issues.
7
Controls - The controls themselves are okay, but figuring them out is a challenge.
8
Gameplay - More or less, basic wargame gameplay.
8.5
Replay Value - Just like most of the other strategies, replaying this game is half the fun.
7.5
Overall - It's quite unfriendly towards new wargame players, but it's a fine game otherwise.

Download: App available at the Google Play Store »

Tony Kuzmin
Basically, a talking digital extension at this point.
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