@Imperious:
The only way to make a balanced game is to allow Historical developments at specific times, not variable. American entry was assured after the Zimmerman note no need to figit with what happened. If it does not add to the game it does not need a place in the game. Axis and Allies is a broadstroke of History put in a game. It’s not supposed to account for every single incidental because these types of rules bog down an otherwise good game.
I think that “to allow Historical developments at specific times” makes for a predictable game, rather than a balanced game, necessarily. This isn’t a bad thing, as this kind of predictability allows you to create a framework for balance.
I’m broadly of the opinion (usually pertaining to East & West but in all history-based wargames) that the game should only be as historical as it is balanced. If adding something historical ruins balance, edit it out/obfuscate it/whatever. If you can add in something historical to balance out a deficiency in the rules, all the better! I think this is the direction that the A&A franchise is going with National Objectives and such.
@Flashman:
How do you represent the Russian Revolution? When and how does it happen? What do the Germans do - just stop at the borders? Is Russia declared off-limits (lets leave them alone while they fight among themselves?)
I am thinking you could borrow from A&A Europe (1999 version), where the territories that the USSR captured since the start of the war were coloured differently (this is also similar to Chinese territories under control of Japan in A&A Pacific, IIRC).
So, basically take the territory that (historically) was given to Germany in the Treaty of Brest-Litovsk, and colour that separately from the main Russian territory colour; have the rule be that if the CP capture all of those territories (or alternately, Russia’s capitol) then Russia is out of the war. CP units in other Russian territories are moved to the nearest friendly territory, perhaps. Have this as a sort of “Check For Victory†rule at the end of any turn or round.
Rolls: 1@2 2@1 1@3; Total Hits: 01@2: (6)2@1: (4, 2)1@3: (5)