Krazed Killa Kan
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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).
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