@Gargantua:
Russia needs it’s own victory conditions.
THAT would make things MUCH more interesting, offer rational balance - as they too do not want the allies to win, and you’d get a new diplomatic side of the game.
It would be a real MOVING solution to sort out game balance, Russia would apply themselves strategically to meet their own goals.
Axis / Allies / Comintern
I maintain that you also need Japan to be separate to balance this.
You then have 4 factions, each one looking out for itself.
Then, simplify turn movement by having each complete faction moving together, so no Italian can opener for Germany and no UK/US 1-2 punching.
Factions can make alliances, but never share land territory or fight together.
Different scenarios make for 3 faction games (after Summer turn 1941) and 2 faction games (after Winter turn 1941). Anything starting before this needs to be a four cornered fight, with alliances forming as players choose.
I also believe that NO nation not at war* should collect income or build units. The “Western Allies” player will have enough to do with UK, France and China; the USA should only be activated when it goes to war. At most, it should have a “foreign aid” budget each turn to send via convoy; it’s up to factions at war with the WA to decide if it’s worth disrupting these and bring the US into the war earlier.
*By at war I mean of course at war with another faction, not with neutrals. Or indeed China; in fact I’m considering that 3 factions might be able to place Chinese units! The KMT are controlled by the WA, “Cochin” forces by Japan, and CCP units by the Soviet player. Thus, there is a “war within a war” going on in China, with the Chinese factions free to attack each other even if their “parent” factions are allies.
I was even thinking of a German Chinese faction, but Germany seems to have pulled out of China completely by 1939, with other “Nationalist” groups pretty much absorbed by the KMT. But maybe the Axis player can start up a new Chinese army…