Switch Theme:

WarRoom Review - WW2 Board Game by the designer of Axis and Allies  [RSS] Share on facebook Share on Twitter Submit to Reddit
Author Message

Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.

Made in us
Krazed Killa Kan

State of Jefferson

I've played my first two games of Nightengale Game's first product, "War Room". I kickstarted it back in 2017 and finally received my signature edition in 2019. I am not disappointed! To those who are not aware of who Larry Harris is, he has been a game designer for over 30 years and is the creator of the block buster "Game Master" series of big box games produced by Milton Bradley in the 1980s including: Shogun, Fortress America, Conquest of Rome and the mega hit, Axis and Allies. This last game has gone through multiple permutations through the years with fan based rules, a TT miniature game, European and Pacific theater boxes, a spin-off for WW1, a dedicated website, active competitive scene, and conventions. It is still currently in production by Avalon Hill. It's a fantastic game and as hours of fun per dollar, it has easily become the best bargain in my collection.

On to WarRoom:
For those of you not familiar with the basis of Axis and Allies. The game sets up in the early 1940s and pits Nazi Germany + Italy and Imperial Japan against the USA, UK, and the USSR. It's for 2-5 players and has a set turn order. War materiel (Inf, Arty, Armor, Fghtr, Bmbr, Sub, Destroyer, Carrier, BShip) can be purchased and funded by conquest of territories of variable strategic values earning in-game money IPCs (Industrial Production Certificates).

War Room, similarly, has an initial setup in the early 40s, Spring of '41, I think. There can be up to 6 players with 4 different scenarios of Global War, European Theater, Pacific Theater, and Eastern Front. The latter is a 2 player game of Germany vs Soviets only.

There are several things to track.

-Instead of "IPCs" (the Monopoly money of traditional AAA) there are 3 resources: Oil, Iron and Other Strategic Resources (OSR). Each territory produces these in different amounts. And each territory has a Strategic Value (SV) that will add to national "Stress" if lost.

-Railroads allow troop movement multiple territories in a single turn. Ports give advantage to combat if friendly. Convoys are areas on the world oceans that can be raided in similar ways to strategically bombing manufacturing centers. The raids can kill unguarded troop transports and remove resources from a country. Strategic bombing can do the same as well as killing units under construction, PERMANENTLY decrease production capacity, and damage railroads.

-Units aren't in miniature but are printed on color-coded, plastic, stacking chits. They include: HEXES: carrier, cruiser, B-ship, sub, (no transports), SQUARE:inf, arty, armor, CIRCLE: fighter, bomber.

-Orders are written simultaneously in secret. Turn order is established at this time as well via a bidding system with Oil. All movements are carried out in turn order marking embattled territories as "hot spots".

-Then, combat occurs. Only one round of it. If not resolved, the region stops producing and becomes "embattled," but control of the territory is retained by the defender.

-After all combats are done, units under construction become available for use.

-Morale is calculated based on a nation's casualties and loss/gain of territory. As "stress" on a Nation increases, it becomes less and less effective in the game. Initially some loss of production. Then rails/ports fail. Ultimately, mass desertions.

- Then in the final phase units are built (in secret) and placed in industrial areas as "under construction".

- Then, a aew game turn begins.

Below is pictured the world map (a squished polar view).
[Thumb - 20191207_144602.jpg]

This message was edited 13 times. Last update was at 2019/12/09 23:29:55

Made in us
Krazed Killa Kan

State of Jefferson

Here is a picture of the orders and production card. It is dry erase. Left side is used for orders (up to 9) for major powers. The right is for production.
[Thumb - 20191208_084405.jpg]

Made in us
Krazed Killa Kan

State of Jefferson

Here are the Naval and Ground Battle Boards. Note the colors, which correspond to a color coded d12. The center numbers are the number of d12s rolled per unit. Light colored circles are for air combat which takes place first and dark colored squares or hexes are for surface combat which occurs second. Note that some units have different combat "stances" offensive or defensive decided at the time of battle. These allow troops to inflict (or endure) more damage respectively.
[Thumb - 20191208_084615.jpg]

[Thumb - 20191208_084539.jpg]

This message was edited 1 time. Last update was at 2019/12/09 22:35:08

Made in us
Krazed Killa Kan

State of Jefferson

Below is the casualty calculator where casualties are tallied at the end of the turn and along with loss or gain of territories and purchase of civilian goods for pacification of the general populace which will accumulate national "Stress". This is tracked at the North Pole area, pictured.
[Thumb - 20191208_084716.jpg]

[Thumb - 20191208_084812.jpg]

This message was edited 1 time. Last update was at 2019/12/09 20:14:46

Made in us
Krazed Killa Kan

State of Jefferson

After my first game, I realized this is the game I always wanted Axis and Allies to be. If it had come out 20 years ago, this would have a colossal following and would have launched Nightengale into the stratosphere. My only concern is finding opponents. This game hits it out of the park:

Complexity: 8/10*
Production Quality: 10/10
Uniqueness: 10/10
Tactical Options: 10/10
Strategic Options: 10/10
Affordability: 6/10*

Score 91.4%

This is the third highest score I have ever given a board game (beaten only by Chess and Settlers of Catan)

*Daunting initially but by second game you'll have all the rules ironed out.

**It's a big game with high-quality photos and nicest, thickest cardboard components I have EVER seen.

Length of Time Required: 3-8hrs

Automatically Appended Next Post:
I will be happy to answer any questions.
[Thumb - 20191207_230228.jpg]

This message was edited 4 times. Last update was at 2019/12/09 22:19:09

Forum Index » Board Games, Roleplaying Games & Card Games
Go to: