Thoughts by Mr Creosote (25 Jun 2011) – PC (Windows)
Axis & Allies – a popular board game set in the Second World War. Well, sort of a Second World War at least, with some changes to the actual historical situation of 1942 for the sake of game balance. Dogs of War is an unofficial version of Axis & Allies without major changes from the board game.
The active military superpowers of the time can be taken over by human players or the computer: the USSR, Germany, the UK, Japan and the USA (in case you’re missing France on the Allied side, remember that the game takes place in 1942). If desired, the alliances can be changed, though to be honest, any change in this respect pretty much destroys the game balance immediately.
This balance makes every country worth playing, because each country has got a chance to win and each country comes with a different challenge: The war is basically decided by the fate of the USSR. If Germany manages to make it collapse, its chances to win the war are suddenly very good. However, Germany needs to move fast as time is working against it. Surprisingly, this situation makes the roles of the USA and the UK all the more interesting: Although they are not quite under pressure themselves immediately, their purely geographical position makes it hard for them to stabilise the USSR directly.
Each round consists of production (armies, aircraft, ships), some basic research, then movement and battles. The heart of the game is, of course, moving the small soldiers and other icons around the rough world map. The interface decision how to carry this out is unusual to say the least: Armies can be placed freely within each territory and they can be dragged where they are supposed to go. Selecting more than one army at a time and moving them in a group is also possible. Sounds good, but as soon as the number of armies per territory increases, it becomes very crowded and overview is lost quickly. Some sort of grouping function, either just by army type (soldier, panzer etc.) or manually (user-driven) would have helped.
The only other possible complaint is the artificial intelligence. Although it doesn’t make any obvious mistakes, it still cannot compete against human players. This is a pity as it brings Dogs of War back to the inherent problem of board game conversions: If you’ve got a couple of friends over to play the game, why not just take out the original? This does not make this game bad – at the very least it is a very good training tool.