I don’t know if this would be useful or not, but I have an old copy of 5th edition World in Flames, and it occurred to me once in a drunken stupor that it could be converted to A&A, since they seemed to be similarly scaled. I started with the Sept. 1939 scenario, and then allowed for likely builds and combat losses through May/June 1940. I took the average printed combat power of units of each type for each nation to get a multiplier, which I then applied to the actual number of units. This more or less accounts for differences in quality, since in A&A, infantry is infantry, regardless of whether it represents Chinese conscripts or the German SS. For naval units, I used the research mentioned in my previous posts. Fighters and tac bombers include naval air. If you are not using an optional rule for paratroops, marines, or air transports, just convert them to regular infantry. This might have to be scaled down if you don’t want cluttered maps, but I’ve given the raw numbers below. So, if you trust the historical research of Australian Design Group:
France:
22 infantry, 1 mech, 4 artillery, 2 tanks, 2 fighters, 1 tac, 2 battleships, 2 cruisers, 4 destroyers, 2 subs, 1 transport
Germany:
36 infantry, 4 mech, 1 para, 8 artillery, 9 tanks, 11 fighters, 6 tacs, 2 bombers, 1 air transport, 1 battleship, 1 cruiser, 1 destroyer, 6 subs, 2 transports
Italy:
11 infantry, 1 mech, 5 artillery, 2 tanks, 4 fighters, 4 tacs, 2 battleships, 2 cruisers, 3 destroyers, 4 subs, 2 transports
Japan:
32 infantry, 1 mech, 1 marine, 7 artillery, 1 tank, 10 fighters, 9 tacs, 1 bomber, 1 air transport, 3 battleships, 4 cruisers, 6 destroyers, 3 carriers, 2 subs, 4 transports
China:
22 infantry, 1 artillery, 1 fighter
USSR:
19 infantry, 2 mech, 1 para, 4 artillery, 6 tanks, 4 fighters, 3 tacs, 1 air transport, 1 battleship, 1 cruiser, 4 destroyers, 5 subs, 1 transport
Commonwealth (includes both maps plus ANZAC)
24 infantry, 2 mech, 1 para, 4 artillery, 2 tanks, 11 fighters, 5 tacs, 1 bomber, 4 battleships, 7 cruisers, 12 destroyers, 2 carriers, 2 subs, 5 transports
USA:
7 infantry, 1 mech, 1 marine, 2 artillery, 1 tank, 7 fighters, 6 tacs, 1 air transport, 4 battleships, 4 cruisers, 7 destroyers, 2 carriers, 3 subs, 4 transports
Optional rules:
Air transports: // Cost 6 / Move 4 / Attack 0 / Defense 0 // Can airlift one infantry or para during non-combat movement. Can airdrop one para during combat movement. If AA guns are present, must first survive AA fire, or both the air transport and para are lost.
Paratroops: // Cost 5 / Move 1 / Attack 1 (2) / Defense 2 // Can be dropped on enemy territory during combat movement by an air transport. Attack with a 2 on the first round of combat, and revert to an attack of 1 if the combat lasts more than one round.
Marines: // Cost 5 / Move 1 / Attack 1 (2) / Defense 2 // Function as regular infantry in all ways, except they attack with a 2 during amphibious landings. Unlike paratroops, they retain this attack value until the amphibious combat is complete.
Amphibious landings: All land units except marines attack with a 1 during the first round of combat during an amphibious landing. Tanks cannot be paired with tac bombers during the first round to give them their bonus, but fighters can. Artillery cannot raise the attack value of infantry or marines during the first round of combat. During subsequent rounds, artillery can pair with marines to raise the marine’s attack to 3.