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For 2-6 players, the belligerents include Germany, Britain, France, Italy, the Soviet Union, China, Japan, the USA and major neutrals such as Poland, Yugoslavia, Greece, Turkey, Sweden and Spain. In the two player game, it's the Axis against the Allies. There are three counter sheets of 88 counters each representing the land, air, naval and logistical units, mostly at the Army/Army Group level (infantry, tank/panzer, mech, shock, guards, SS, etc), with specialty units such as marines and paratroops. Air units represent tactical attack aircraft and strategic aircraft, including heavy strategic aircraft and even atomics. The naval forces are flotillas of fighting ships, carrier task forces, landing craft and convoys. Logistical units play a major role in the game - no supplies, no attacks. Turns are quarterly, and proceed over two maps, one of Europe/North Africa/Middle East and one of Asia and the Pacific, with the US East Coast on the former and the West Coast on the latter. Units appear historically, but their entry can be altered when the players change historical invasion dates. There are many political rules that reflect the limits that the historical leaders faced. As units are eliminated, they enter replacement pools and it is then up to the players to decide what branch gets priority in production. Players are free to try alternate strategies. Weather is incredibly important, affecting every turn except Summer. Winter slows everything down - except the Soviets. There are no dice in this game! There are no randomization of effects at all. Each of your actions determines your fate, as does your opponent's.