Very interesting, as always. Black_Elk, I enjoyed your discussion of A0-related openings, although I don’t have anything intelligent to say about them until I see at least one A0 game played out!
I just finished a couple of games of A&A Anniversary Edition, 1941 Scenario, and while I don’t want to take the thread off topic, I do want to say that that map does an excellent job of persuading players to fight in both the Atlantic and the Pacific without any heavy-handed rules, so it can be done.
I think that if you have a group that balks at the idea of custom victory cities, then the whole “balance” discussion becomes a bit pointless …victory cities are a pretty minor change; if you’re not willing to move some victory cities around, then what are you going to do? If your play group is that attached to having an official ruleset, then I’d suggest either (a) getting a copy of Anniversary Edition, (b) resigning yourself to an endless mad rush to the center, or © switching franchises altogether and playing something like Churchill or Quartermaster General or Memoir '44 or Europe Engulfed. It’s not worth trying to come up with alternate rule sets to please people who are so conservative and nervous about house rules that they’ll just dismiss whatever you come up with as “too weird.”
Assuming you do have a playgroup that will tolerate new victory cities, I think the problem with making Stalingrad a “European” victory city is that it’s too close to the routes Japan would take in a standard center-crush game. Japan is headed for India and Szechuan anyway as early as turn 2, and then Stalingrad is two spaces from either India or Szechuan. If Japan takes Calcutta, Sydney, and Stalingrad, that just means Japan’s having an ordinary good day – it doesn’t mean the Axis have made any inroads at all on the European front, and it doesn’t mean Japan has launched a successful attack on the periphery of the board. Another problem with Stalingrad as one of three VCs needed for victory is that if Germany takes both Leningrad and Moscow, then Stalingrad falling into Axis hands as well is really a foregone conclusion – you’re never going to be able to save Stalingrad out of, e.g., a British Indian factory pumping out three tanks a turn, some of which are surely needed to resist Japanese pressure from east Asia, against a German Moscow factory pumping out eight tanks a turn. So if the Axis can win by taking Leningrad, Moscow, and Stalingrad, then, again, that encourages the standard center crush. Stalingrad is part of the center. You don’t want to encourage people to go there; they do that enough already as it is.
My instinct is to flood the board with victory cities and then require a team to capture a net of four victory cities in order to win a quick game, five net victory cities for a standard full game, and six net victory cities for an epic game. The goal would be to choose a selection of victory cities such that (a) you can’t reach your goal by winning in only one small region of the board, and (b) if you have reached your goal, then it means you have a strong, dominant lead, and it’s extremely unlikely (<5%) that you could stage a successful comeback. I would also want to © balance the VCs so each side has the same number of starting VCs, so it’s easy and unambiguous to see who’s winning. For example, you could use a setup like this:
| | Allied VCs | Axis VCs |
| Atlantic | | |
| | New York | Berlin |
| | Ottawa | Paris |
| | London | Rome |
| | Rio de Janeiro | Oslo |
| | Leningrad | Algiers |
| | Moscow | Kiev |
| Pacific | | |
| | Calcutta | Singapore |
| | Chongqing | Hong Kong |
| | Capetown | Beijing |
| | Honolulu | Manila |
| | San Francisco | Tokyo |
If your group finds the victory cities hard to remember, you could buy some gold stars from any CVS or Walgreens or Target for $1.50 and stick 'em on the board – they ought to peel off again without too much trouble. If you’re paranoid about protecting your board, you can take a standard post-it note and cut it into 1-cm-square strips, or use glass pebbles, or print out the victory city list and put it next to the map, or really just about any technique you like. If you have the mental fortitude to play Axis & Allies often enough that you start to notice the imbalances in the standard setup, then in my opinion you really ought to be able to handle the challenge of marking some alternate victory cities.