Attack! - Buy/Read Reviews


      by  Eagle Games
Product # EGL800
Ages 10 and above
No. of Players 2 to 4
Playing Time About 3 hours
Expansion Attack! Expansion

Rainy Day Game's Board Game Review of Attack!:


Attack! in Summary

Eagle Games continues their streak of fantastic middle weight board games! The Attack! board game sits on your self right beside Axis and Allies, and that old veteran had better be looking over his shoulder. Attack! is in position to become our war game of choice!

The Attack! board game is set in the mid-20th century, the same as Axis and Allies. But rather than a recreation or simulation of World War 2, Attack! captures the feeling of the era without limiting you to any particular scenario.

Attack! Gameplay

The Attack! board game starts with players selecting their home regions and capital city locations. There's no static starting positions: you can assign territories randomly or create a scenario of your own. You get your first set of resource cards and beginning armies, and it's time to control the world!

As with other board games in this genre, Attack! has resource cards, production, movement and battle. One of the key differences with Attack! is there are 7 actions you can choose, but each turn only allows for 3 actions. So you're constantly considering which aspect of the game requires your attention right now. Should I Produce Units and shore up my defences? Should I do a Blitzkrieg Movement and punch through his front lines? Perhaps it's time for a Trading Round to improve my resource distribution....

You can take over neutral regions by force (after defeating the local militias), or by diplomatic means (watch out, or you'll offend them and hand the region to your opponents). You can attack your opponents and defeat their armies using a dice-based combat system which is simple and effective and allows you to manipulate the percentages using force composition and which units you match up against.

Perhaps the biggest change from other WWII games, Attack! considers the ocean to be one giant unit of control, and only one player can be master of the seas at a time. If you'd like to transport armies over seas, you have to defeat the navy already at sea.

The Attack! rulebook says end of game is when the first player is eliminated. At that point the player with the most regions under their control is the winner. But the rulebook also says players can choose a time-based game, or a last-man-standing game. Eagle Games is more interested in you have a good time than imposing rules on you, so play until you feel there's a winner to be declared!

Who should buy Attack!?

The basic Attack! board game set is a fantastic war game that's just a step above Risk and perhaps a half-step below Axis and Allies in terms of complexity. It's a great choice for anyone who enjoys war games and wants a great way to spend 2 or 3 hours with some friends taking over the world.

And a note for people looking for a game a greater challenge, the Attack! Expansion will give you more units, more resource cards, government types with different goals and winning conditions. It's the new big-game of choice for the Rainy Day Games crew.

The Manufacturer's Board Game Review of Attack!:

Attack! sets the new standard for games of world conquest. Attack! raises the bar on quality for graphics, miniatures, and simple, but elegant gameplay. 40 years was too long to wait. Place your order for Attack! now.

• Hundreds of professionally sculpted miniatures
(Tanks, Planes, Artillery, and Infantry)
•Exciting World War 2 theme
•Easy to learn rules; Deep gameplay
•Expandable system
•2-4 players
•Dazzling artwork by world-renowned artist Paul E. Niemeyer

The basic game (Attack!) is a very simple game of expansion and conflict set in the World War 2 era. It is aimed at those game players who enjoy rules that are very simple and easy to get into. The game is not intended to be a simulation of the era, but immerses the players in the flavor of the period.

Each player will start with a few regions (one of which is his capital), and a few military units. He will expand his power base by adding regions to his "sphere of influence". This may be done either through diplomacy (they join willingly), or military conquest (they join, period).

There are three major sub-games in Attack!:
1) Land Combat: A simple system where each unit has certain advantages based on its historical role.

2) Sea Combat: A simple system where each ship type (Battleship, Carrier, Destroyer, and Sub) has certain advantages based on its historical role.

3) Economic: A simple system determines production. The player starts with one card per region owned, and then gets a new one for each new region added. The cards come in four basic flavors (suites): Resources, Factories, Transport Network, and Oil. Each card has a value printed on it that represents the base economic value of that region. If the player is able to create an entire "set" (one of each suite), he doubles the printed value on those cards. There is also a fifth type of card which has a minimum value of "1" that represents a region without any special economic value (just "population").

The units will include: Infantry, Tank, Artillery, and Air. These will be high quality plastic minis. The map will be earth circa 1935 centered around the Atlantic (North and South America, Europe, and Africa). The expansion will contain the map of Asia, Australia, and the Pacific.

We're looking for more reviews and strategies for this board game. Submit yours here!

Michael's Board Game Review of Attack!:

Attack! is probably the best war-based board game since Risk, if not better. The attack system in this game revolves around rolling dice- if a side matches one of your units, you score a "hit". Also, in battles, the defender has an automatic advantage- they get to go first. Navy battles have a lot of strategy too, with Destroyers, Battleships, and Submarines acting like a "rock-paper-scissors" game, and Aircraft Carriers being the wild card.

After playing a few rounds of Attack!, I came up with some strategies to help you get a victory:

 - The easiest and most effective way to defend a country is to put one of each unit (1 plane, 1 infantry, 1 tank, 1 artillery) on it. Even if the opponent outnumbers you, you will still do huge damage because you get to go first.
 - A particularly evil but effective technique is to use a Diplomatic Blitz to capture a country right next to your opponents capital, and then capture his capital on the same turn. However, this method is risky, and can be prevented using the method above.
 - Dont put your navy cards down randomly. Put your Battleships at the front of the line. They can take a 2 hits instead of one, which means they can protect your more vulnerable ships. However, if your opponent does this too, put subs in the front, if he puts subs, play destroyers, and so on. Figure out your opponents basic strategy,and plan accordingly. However, battleships are still usually the best ships to lead the way.
 - Tanks and Planes make an awesome combination. Tanks increase the amount of dice you roll, and Planes have twice the chance of other units to hit. This means lots of damage. These strategies are helpful, but not absolutely essential to victory.

Whatever helps you out specifically is still the best strategy. Whatever you do though, have fun with it!

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