Hey guys. I’ve been playing the board game, initially Spring 1942, now 1942 2nd edition, for couple of years now. I’m not an expert by any means, but I sure do have high interest for this game
One thing I noticed in 2nd edition is that Axis is just too strong. Now, maybe my Allied strategy could be better (I mainly go for KGF), but no matter what I do, unless I hit a string of lucky rolls in round 1, it’s pretty much an uphill battle before Germany and Japan sandwich and crush Russia. I know there’s the bidding system to help with that, but I was thinking of a different approach that could maybe help the Allies.
One thing that never sat well with me with Axis and Allies board game was how weak Russia is. Now, I’m not an expert historian, but I’ve watched enough documentaries to know that it was the Soviet Union who almost single handedly turned the tide of the war and put the Germans on the defensive. The Germans were losing well before US and UK landed on Normandy. Also, Russians always had the capacity to ramp up production and out-produce the Germans in the long run, and the Germans knew that and hence planned to conquer Moscow as soon as possible because it knew it couldn’t face the Soviet Union in a long drawn out war of attrition.
For the sake of balance, and also historical accuracy, I think Russia could be stronger; it makes no sense that Russia’s production is almost half of Germany’s and even significantly lower than Japan’s or UK’s. I think I may have a solution that’s both historical and not too imbalanced.
At the start of US turn during the purchase phase, the US player can send up to 6 IPCs (at the cost of his own IPCs) to the Russian player, under certain conditions. The condition for the maximum number of IPCs sent is as follows:
-Maximum of 2 IPCs if the Allies control Archangel at the start of US turn
-Maximum of 2 IPCs if the Allies control Caucasus at the start of US turn
-Maximum of 2 IPCs if the Allies control Soviet Far East at the start of US turn
For a potential maximum of 6 IPCs.
For example, at the start of US turn, if Russia owns Caucasus and Archangel, but not Soviet Far East, the US player can send anywhere from 0-4 IPCs to Russia. If Russia owns none of the 3 territories, US cannot send any IPCs.
This would buff Russia and give it a potential to at least match German production for some time without changing the game board. It would also provide immediate relief to Russia and give it more time to fend off German offensives. Since the IPC would have to come from US, this would make US slightly weaker, delaying US military aid, therefore still keeping the game balanced (I hope). I think the immediate relief to Russia would help the Allies, but it’s not too much that it would be game breaking.
The US sent materiel to Russia through 3 channels, 1) through the northern Atlantic Ocean into Archangel, 2) around South Africa and into Persia, where it would then be transported via land through Caucasus, and 3) into Soviet Far East, where it would be transported via Trans-Siberian railroad. Keeping these trade routes protected was crucial to Russia in ensuring constant flow of materiel aid from US.
I haven’t gotten the chance to play the game with this rule; I haven’t played in a while actually. So I can’t say how it would play out in an actual game. What do you guys think? Balanced? Game breaking? Not significant?