The map needs to be quite large. I’ve printed out a test map that measures 24" x 27" and it turned out to be too small. Some of the smaller areas can’t possibly fit all the units they need to. This is compounded by my design that has far more unit options than would normally be available in a standard A&A game. If you wanted a functional map, it would have to be in the 48" x 60" range.
Here’s some pics of my test game:


For my test game I made six playing card sized cards, one for each nation. I then randomly dealt them out into two piles and these were the two teams for the game. It ended up being Russia, Iraq and Iran versus Egypt, Turkey and Saudi Arabia.
The turn order was established as:
Egypt - Russia - Turkey - Iran - Saudi Arabia – Iraq
Each nation in turn had 250 IPC worth of units to deploy anywhere they want in their nation (or bordering sea zone). After that the game began starting with Egypt.
I resolved to play the game out until one nation was captured and then add up the victory point per side. For this purpose victory cities and oil resources counted as victory points.
The game devolved into two bitter struggles. Egypt and Saudi Arabia joined up and pushed into Iraq, while Russia and Iraq double teamed Turkey. In the end Baghdad fell before Ankara and after the points were added up the Egypt / Saudi / Turkey team just managed to eek out a victory.
Some things I learned about my design:
-Air power is potent but must not be squandered. In the initial barrage of attacks lots of fighters went down. After that the nations that maintained an air force had a huge advantage in the ground war.
-The loss rate far exceeds the build rate. The first battles were large, all-in affairs with tremendous casualties on both sides. After most of the units on the board were whittled down the battles devolved to much smaller scale clashes as each Nation only has 30 or so IPC’s to spend on reinforcements.
-Defending aircraft need to be able to participate in battles from at least one space away. After a nation would win a battle they would fly their aircraft back to friendly areas (as per normal A&A rules). However this left the newly conquered territory completely vulnerable to air attack by the enemy.
-Shooting first with everything ensures the attacker needs to have 2-1 odds to even up the score. With closely matched forces neither side can afford to launch an attack and a stalemate develops. I’m going to change the combat mechanics so that each unit type gets to fire in turn. In other words, during the ground combat segment of a battle defending artillery fire first and casualties are removed then attacking artillery unit’s fire. Next defending main battle tanks fire and casualties are removed, then attacking MBT’s. This way the defender still gets an advantage but not as much as before.
Overall, I’m very happy with how it played out. It was a much tighter design that I thought it would be.