Is there a less piecemeal way of coping with all of the various Allied minor powers?
You’ve got Canada, the United Kingdom, India, Singapore, South Africa, Australia, New Zealand, France, and China. I might be missing one. Individually, none of them have a particularly meaningful economy or starting army, but collectively, they are carrying a major portion of the Allied war effort.
I hate to say something like “just lump them all together and call them the Allied minor powers,” but I also hate to have one set of rules for France, one set of rules for China, one set of rules for the UK and some of its commonwealth members, one set of rules for other British commonwealth nmembers, and yet another set of rules for Canada.
Axis & Allies shines when it lets you focus on combat, recruitment, and logistics – not on all of these one-off “political” rules. The core system’s not rich enough to really cover politics in a meaningful way, and tacking on a bunch of ad hoc restrictions and exceptions to try to cram the game into a more historical track winds up seriously increasing the complexity and the migrane you get from trying to keep track of too many rules without actually resulting in a rich political/diplomatic experience.
I would rather just play a combat-focused Axis & Allies where the only “politics” I have to keep track of is whether the Axis have attacked me yet, or play another series like Churchill or European Blitzkrieg or World at War, or really take the effort to design a full suite of political rules for Axis & Allies that’s integrated and internally consistent, instead of slapped on one layer at a time as we discover parts of the game that don’t “feel right.”
As one idea for coping with all the little Allied countries without having too many rules – I don’t know if it’s a good idea, but I want to throw something out there instead of just complaining:
- UK, Canada, South Africa, India, Singapore, Australia, and New Zealand are all just one nation with one economy and one turn, called “Britain.” The only capital of Britain is London. Calcutta and Sydney are not capitals.
- Britain cannot spend more than 40 IPCs on the same physical game board on the same turn. So, if Britain as a whole is earning 65 IPCs, then the most lopsided you can go is to spend 40 IPCs in the Atlantic game board and 25 IPCs in the Pacific game board (or vice versa). The border runs through the physical crack in the game board where you can see the wooden table underneath your two cardboard/plastic game boards.
- Britain starts with no major factories, and with minor factories in England, Scotland, Eastern Canada, West India, India, South Africa, and New South Wales. This makes Sea Lion a bit more attractive, gives India a bit more durability against early Japanese attacks, and encourages Britain to spread out her first-round buys.
- France starts with no major factories, and with minor factories in Paris, Marseilles, Algeria, and French Equatorial Africa.
- China starts with no major factories, and with minor factories in Szechuan, Suiyuan, and Tsinghai. China can build whatever units it wants in its factories, like any other country, except that Chinese infantry cost 2 IPCs, not 3 IPCs. China cannot build units in territories with no factory.
- Capturing a major factory downgrades it to a minor factory. Capturing a minor factory destroys it.
- The first time during a game that you capture a nation’s capital, you loot their entire treasury. Additional capital captures don’t generate any loot. Countries who have lost their capitals continue to collect income just like any other country, so eventually they’ll be able to build troops again. For example, if Germany sacks Paris on G1, they steal the French income, so France has no cash to build anything on F1…but France will still collect income on F1, so on F2, France can use that income to place troops in other locations, e.g., French Equatorial Africa.