ps. to be clear, I think Argothairs suggestion could also work, if we are willing to zero the board of all units, and build the starting forces from the ground up.
When I hear mild economic edge for Axis, and deficit in units, I’d read that on the broader continuum. Since Axis don’t have to make more money in total than the Allies to achieve that effect, they just need to make more IPCs each round relative to what they usually earn, relative to their starting TUV/unit composition.
Without wildly distorting the ownership of Axis starting territories, this economic edge would have to be accomplished via NOs. Fairly large NOs too, since you’d only have two Nations on that team. That seems cool with me. NO’s are the best sort of gamey mechanism we have, since it’s all abstract and not tied to the specific ipc/production values of the game map. If you want to bring Axis totals up substantially, I’d do it like that, rather than by trying to engineer an scripted expansion pattern for Axis as a way of equalizing the total loot they can grab for their side each round.
Allies by contrast, would be collecting at similar amount with less objective boosts, but with more starting units already in place, with their unit composition more pre-determined.
So instead of in 1940 where the Axis have the most complex opening moves, in 1943 it could maybe be one of the Allies, say USA, who has to make a complex opener, with tough decisions about how to distribute their starting forces in attacks, and tough decisions about what to by, in order to set the game pace.
I will always argue for a stronger Russia as a way of introducing novelty, but that doesn’t mean you have to nerf everyone else to achieve it. If the set up was designed such that the Western Allies have a ���� ton of things to do, and sending fighters to Moscow isn’t one of them, then it makes sense to create a more defensible stand alone player in Russia. A&A has always started in a timeline where Russia is meant to be the weak link, but by 1943 this was not case. 1943 is the year the Red Army turned the corner and starting wining WW2 against Germany for the rest of the world haha ;)
Questions:
Which side would you have move first? Axis or Allies?
What turn order would be the most interesting to pursue in a 5 man? Would you keep it traditional with a Russian opener, or switch things up, the way AA50 did, and have Germany, or Japan move first? And related to this, is it worth mixing up the turn order in a new way to introduce more novelty to the scenario? USA or UK first, for 1943? It could be cool for an early campaign against Italy.
On the idea of turn order, I’ve done a lot of experiments with this on various boards, and I found that its easier to change the starting nation, than it is to change the order or sequence of Nations for any given board. So for example, traditionally in the 5 man it is…
R, G, UK, J, USA.
Instead of altering the sequence the way AA50 did, you can just alter the start point in the sequence like…
USA, R, G, UK, J
Or you can reverse the direction (reading the traditional sequence backwards say, from any point) like…
USA, J, UK, G, R.
Any takers? hehe
Also should capital capture be necessary in order for the Axis to win? I’d vote no on this last, but if no, then really think a VC focus needs to be a priority, and perhaps be built into the National Objective income scheme as some sort of stand alone bonus.
I kind of like that idea, in a 1943 game, where winning as the Axis means expanding just a bit and then “holding out long enough.” Sort of like a mirror image of the Classic game, where Allies win simply by holding out long enough. In 1943 the onus could be on the Allies to attack and destroy the enemy “before time runs out,” whereas usually this onus is on the Axis in A&A. Might be cool for the switch up. I agree that it would be a fun change of pace in an A&A game.
For a proper 5 man, the first addendum to the rules would have to be something like…
All territories with an Italian roundel are considered “originally controlled” by the Germans.
All territories with an Anzac, Canadian, French or Dutch roundel are considered originally controlled by the British.
All territories with a Chinese roundel are considered originally controlled by the Americans.
This way you don’t have to deal with any weird liberation issues, everything is just governed by the roundel drawn on the map, with control assigned to the appropriate nation if the territory is recovered for your team.
If desired you could extend this concept of “control” to the national unit sculpts too. Meaning for example, any Italian units on the map are considered German. Any French or Anzac troops are considered British. With the choice of sculpt/color being merely an aesthetic preference. This would allow players to utilize all their G40 sculpts!
Italian sculpts are considered European Axis under German direction.
French and Anzac sculpts are considered European and Pacific Allies under British direction.
This would allow players to still give the gamemap a global feel, but without requiring all the rules overhead of a 10 nation turn order. Basically these “bonus sculpts” would be interchangeable with the sculpts of the Nation that controls their roundel flag insignia on the gamemap.