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GAMEPLAY

     Gameplay in AAP follows the AXIS & ALLIES model. Each player takes their turn separately, and completes various phases. I won't get too far down into the weeds here--basically, you purchase units, move into combat, resolve combat, move units that didn't fight, put your newly purchased units on the board, and collect income for the next turn.
     Units available in AAP are Infantry, Marines, Artillery, Armor, Anti-Aircraft Guns, Aircraft Carriers, Battleships, Destroyers, Submarines, Transports, Bombers, Fighters, and Industrial Complexes (not really a unit, per se, but allows the U.S. player to build new combat units in territories other than homeland U.S.A.). Each unit has four attributes: Movement, Defense Factor, Attack Factor, and Cost. In addition, most units have special abilities, such as artillery, which improves the firepower of accompanying infantry or marines, or transports, which can carry ground units.
     AAP's combat is resolved by a simultaneous exchange of fire from all units involved. The attacker rolls a die for each unit of a given type and the defender applies any "hits" to his forces. The defender then responds, and all units (even those hit by the attacker) return fire. Then all casualties are cleared away, and the attacker has the option to continue fighting, or to retreat. The "to hit" numbers range from the lowly infantry (hit on a "1" on attack, or a "2" or less on defense) to the mighty battleship ("4" or less on attack and defense). Special rules cover things like shore bombardment, amphibious assaults, strategic bombing, and kamikaze attacks.
     Income in AAP is derived from the economic value of the territories you control after your combat phase; each territory has an economic value ranging from 0 to 55. Victory is achieved by either controlling one of your opponent's home countries (unlikely), or by scoring or preventing a certain number of victory points (VPs). VPs are scored by Japan only, and are a function of the amount of income collected. For every 10 points of income, Japan earns a VP. If Japan earns 22 VPs, Japan wins. If Japan collects no victory points during any turn (that is, if they earn 9 or fewer income points), the Allies win.
     Gameplay in PV is rather different. Each turn represents 3 months of real time. First, players roll to determine initiative. The winner of this roll determines whether to play the role of "Player 1" or "Player 2" this turn. Then Player 1 moves, followed by Player 2, with certain restrictions on the second player as some of his units may be "pinned" by the first player. After both players have moved, combat is resolved. Then there is a simultaneous "logistics" phase wherein both players determine if their units are in supply (and penalize those which aren't), and then calculate and spend Production Points (PPs) on building new units or adding strength to existing units.
     Units in PV can be of the following types: Naval Air, Army Air, Carrier, Submarine, Battleship, Cruiser, Marine, Infantry, and Headquarter. Each block has a number printed on one to four of its sides, reflecting the strength of that unit. The number that is currently at the top of the block is its current combat value (CV). Changes in CV are noted by rotating the block. It's a very elegant system of step-reduction, and because the blocks are printed on only one side, the value and unit type of each block is known only to your opponent. This "fog of war" effect is a characteristic of all Columbia block games, and it's very clever. I'm always reminded of STRATEGO when I play block games, though certainly PV bears nothing else in common with that hoary classic.
     The headquarter unit allows a player to make one of a variety of "strategic" moves or attacks. These strategic operations range from "rebasing" a unit (moving it from base to base regardless of distance) to invasions, carrier raids, submarine patrols, and strategic bombing (which is really just a longer range move by air units, and bears no resemblance to AAP's strategic bombing). These moves expend differing amounts of HQ strength; rebuilding HQ steps lost is expensive.
     Combat is handled in a non-simultaneous fashion. Units, in the order listed above, fire at an available category of their opponent's forces. So, for instance, a submarine may only choose to fire at naval units, but a naval air unit can fire at air, naval, or ground units. Each unit rolls a number of dice equal to its current CV (up to four), and must roll equal to or less than its rated value for the target type. Then any hits are applied by the owner of the target units, but the strongest units must be hit first. So if your opponent gets two naval hits against you and you have a carrier (CV 4) and a cruiser (CV 3), the carrier must take the first hit. Then both naval units are CV 3, so you may apply the second hit to the cruiser. Combat is limited to three rounds; if the attacker isn't successful in that time, he must retreat.
     Income is handled much like AAP, in that certain territories have economic value and the total of your territories is the amount you'll have to build with. A major difference, though, is that since units have "steps" in PV, you can increase the strength of a unit at a remote base, rather than having to build a new one and deploy it to the front. The victory conditions are based on the number of economic points held by Japan at the end of the June, 1945 turn (a complete game lasts 15 turns). The game can end earlier if one side obtains a "decisive" victory (again, based on economic value). Typically, one side will obtain a "marginal" victory, or there will be a stalemate.

EVALUATION

     AAP is part of the lineage of the old Milton Bradley Gamemaster series (AXIS & ALLIES, SHOGUN, FORTRESS AMERICA, CONQUEST OF THE EMPIRE, BROADSIDES AND BOARDING PARTIES), and it retains much of the "beer and pretzel" flavor of that line. PV comes from the Columbia block game tradition, and is more steeped in traditional (well, for Columbia--they're pretty avant-garde as wargame companies go) wargaming.
     AAP is straightforward to learn and play, though there are some unique twists to the rules that render it the most complex installment in the AXIS & ALLEIS line (the original, AXIS & ALLIES EUROPE, and AAP). PV has a smaller setup and takedown time, but the rules, while clear and well-written, are just a bit more challenging--you'll find yourself pulling out the PV rulebook now and then for clarification. In addition, PV provides a number of optional rules that can be added as you see fit; it's a nice touch, and you'll find these rules improve the already solid basic game.
     AAP begins with the attack on Pearl Harbor (and the Japanese do not have to follow in their historical footsteps if they choose not to), but at that point, the game scale is indeterminate. Each turn may represent something like six months, but it's hard to say. PV begins just after Pearl Harbor, though there is an optional rule that allows you to play out the battle if you desire. Each turn is then three months, with seasonal rules in place for monsoons, typhoons, and the North Pacific.
     Ah, the Internet. Ten years ago, I would have purchased AAP, played it a few times and noticed that the Japanese seemed to be winning a disproportionate number of games. And I would have felt that was just one of those things, much like the imbalance in favor of the Allies in the original AXIS & ALLIES. But within a few months of the game's release, a lot of criticism was generated about this, and Avalon Hill came forward with some as yet unofficial commentary that the game setup as printed in the rules is incorrect, and some suggested fixes. The fixes do improve the balance of the game, but you have to wonder about the lack of playtesting here. To be fair, Columbia has a "living rules" system for PV, and they have made a number of official changes to the rulebook (version 1.3 as of the time of this writing). In both cases, I'm a bit disappointed that the rules appear to be a moving target. It's nice to try to get the best set of rules possible, but that should take place before production.
     In AAP, the Chinese front is included, and serves as a kind of tar-baby for Japan. China produces infantry every turn, and Japan must devote some attention to Chinese and British troops, or the mainland (and the game) could be lost. PV avoids this issue almost entirely by taking the Chinese front out of the game. The Burma campaign is reflected, but I feel this is one area where PV compares unfavorably with AAP. I understand the design decision, as the scale is all wrong for that campaign, but it's disappointing to see the vastness of China on the map with not a single unit on it.
     In AAP, the only critical island for the U.S. to take is one close enough to mainland Japan that you can launch strategic bombing attacks (aside from the Dutch East Indies, for their economic value). In these attacks, your bombers have to clear flak and enemy fighters (though you can bring fighter escorts), and those which survive then roll a die and remove that number of economic points from Japan. For every 10 removed this way (in a single turn), Japan loses 1 VP. While this is exciting, it's a bit ridiculous in terms of realism--but to be fair, realism was never the intent of the designer, at least not at the expense of fun.
     One distinct superiority of PV over AAP is its treatment of island invasions. In PV, the final CV point of an infantry unit cannot be hit by shore bombardment or aerial attack--ground troops must be brought to the fray for the final blow. AAP allows a single round of shore bombardment with destroyers and battleships, and a single infantry is usually doomed by this, making the difficulty of island invasions basically vanish. In PV, defending ground troops at a major base or in jungle terrain also receive a defensive bonus, which again provides a layer of realism that also produces difficult decisions for the Allied player as he attempts to root out the Japanese forces in Guadalcanal, Rabaul, Truk, and so on. And he must root them out, because the supply system requires chains of linked bases to avoid unit attrition. In AAP, you can bypass all the non-economic targets, as there are no supply rules to make them valuable.
     Both games are vulnerable to the whims of the dice. PV's structured combat system mitigates this somewhat, but there's no question that bad rolling can ruin your chances in either game. The bluffing created by the block system in PV creates some enjoyable tension and atmosphere--in AAP, the odds for any given battle are easily calculated, which can be a bit of a let-down if you've played PV. As a general impression, PV is the more quiet, thoughtful game of the two, and the game that most rewards long-term planning and bold moves.

EVALUATION

     In the end, both games make for an enjoyable strategy gaming experience. Each is playable in less than five hours (PV in possibly as little as two), each has nice components, each 


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