For anyone interested, in 1942 second edition, this rule will introduce a total of 70 ipcs into play, split up across the five nations (since there are a total of 70 territories on the board.)
The boost income is collected at the beginning of the turn, each round, starting from the first. So the Soviet Union will collect +11 on their first boost, for a total of 35 ipcs (when added to normal income). Normal income is still collected at the end of the turn. So you can think of the boost as an extra phase, which starts the turn… with the boost money added to whatever normal income was collected the previous round, before the purchase units phase.
Germany’s boost will thus depend on how many territories the Russians take in their first round, but basically they are up in the +13-15 range.
This rule pushes everyone’s total income up in the opening round.
Russia averages high 30s
Germany mid 50s
Britain mid 50s
Japan mid 40s
USA mid 50s
Every round after the opening round, the boost tends to balance out based on who is controlling board and playing aggressively.
As the game progresses Russia may begin to drop down into the low 30s. Germany may rise into the 60s or fall into 40s/30s depending on how aggressive they are, or how much the western allies focus on Europe. Japan will either rise into the 60s, or fall into the 40s/30s, depending on whether the Allies go heavy or not in the Pacific. If Allies go all one direction, the other Axis player can still collect heavy enough to make a run into the endgame. But the Allies also have an incentive now to drive in direction they never would before (to take valueless pacific islands for example) since every territory is now worth at least 1 on the boost.
Britain and USA hover in the 50s or 40s base for most of the game, unless the Axis really chip away at their territory, e.g. by focusing on Africa and Australia, the Americas etc instead of full focus on Russia.
Overall I find it balances quite well. I believe it is Sea Lion capable, but only at a considerable risk, and only on a double (2 round) invasion. If Germany drops all transports immediately, Britain can now afford to drop 8 tanks to counter with a UK stack, and USA/Russia can plan accordingly. So it is a two round commitment by G at the least, even if they go all out. The Atlantic is easier to manage, but a full KGF can see a Japanese monster with the boost, such that they can fight into the endgame. Alternatively full KJF allows Germany to go monster. So it kind of encourages the Allies to commit resources to both theaters. And it is surprising how just a few extra ipcs keeps Russia fighting. The balance feels to me like what I always wanted from A&A! A game where more money is distributed more evenly across the board, and more areas are contested. More people buy ships, more people fight over territories that usually get no play etc.
Note: the boost does not influence production. Territory production, like normal income, is still based on the printed values on the map. But the cash bonus is often enough to make even low value territories much more attractive.
Everyone gets a boost to look forward to, even if you’re down to just a few territories, you can still try to grab an extra inf unit or artillery piece from the boost. It also encourages simple board monitoring. Takes a few seconds to count the territories for the boost, but during that time you are more likely to scan the entire map. To see what moves you or your opponent may be developing (and decreasing the likelyhood of missing a move.) Plus it’s just awesome to have an extra couple ipcs to throw around. It makes more builds and new strategies possible, even on old boards. It doesn’t require any new unit set ups or bids or other adjustments to official A&A games. Pretty easy rule
In short, I think it’s a fun way to adapt the game. Expect to use more chips and play a somewhat longer game. If you try it, let me know whether or not it was enjoyable. Best