Rebalancing Axis & Allies
by D. Albert
the game imbalanced?
The clear advantage is to the Allies. This was the first parameter of the
environment which had to be adjusted in order to achieve equal starting polarity
between the two sides. This is a complex issue because the Allies start with
less material, but get one extra move per round.
puts pressure on the Axis to win quickly. Unfortunately for the Axis, A&A is
not a game in which either side can reliably force a quick win. My experience
has been that the only way the Axis would win under the first rule version was
when they got dice-lucky and/or met with a novice at the eastern front. The
force of this perpetual additional move is very difficult to overcome. The
second versions of the rules was indecisive, and offered inadequate compensation
for the severe imbalance.
the offer to suspend all factory installations is clearly of more benefit to the
Allies; since the English can easily develop an effective alternative to an
Asian/African presence; in contrast to slim Japanese opportunities; the Imperial
forces are clearly crippled without the ability to crank out armour and/or
personnel on the mainland.
restore equality I eventually discovered a most elegant adjustment
"valve". Indeed, these alterations would seem to more closely parallel
the true picture of world forces in the spring of 1942.
"Boats Valve Fix" (BVF)
begin the contest with parity, make the following three permanent non-optional
definite rule changes.
No attack by Russia on the first round. (This was the only bold, correct, and
historically parallel change offered by the Rules version 2 Gamemaster)
(Additionally you must "turn" the "boats valve")
Increase the number of German submarines in the Atlantic Ocean (Western Europe)
from 1 to 4.
Increase the number of Japanese transports in the Philippines from 1 to 4.
persons will think this too severe. They are probably underestimating the value
of an "extra move" per round. A good Allied commander need only hold
out until this snowball is of sufficient mass to roll over the Germans from
three directions during one round. The Japanese can only look on from a
distances in horror, as the 3rd Reich is overwhelmed by the inevitable
triple-national invasion of Europe. This reduces the gaming event from a contest
of skill, to one of patience.
would be pleased to hear from A&A players all over the board.
Albert Harrell (DAHarrell@aol.com)