But PrivatePanic, I thought you and I were the only two on the entire forum who ever defend 1941? (though my personal preference is 1942).
I’d offer gameplay advice, but unfortunately, as you know, I have a lack of physical opponents… so maybe i’ll do something a bit different.
I will offer this tidbit of advice… the OP mentioned the “economic advantage” of certain nations playing vanilla 1941 without any changes. As many have mentioned, it’s hard to imagine much economic advantages in a game so dearth of actual IP points available on the map.
So my one piece of advice, if you’re willing to add a house rule to spice up the game a tad, and see if that effects the game balance to something you’re happier with, is this:
Make income more of an issue… by default the Axis has the military advantage and the Allies have the economic advantage. You say the Allies can’t seem to win with vanilla rules… this may be because the economic advantage in 1941 is so small in a game so stingy on IP points, that an extra infantry a turn per ally may not be worth the military disadvantage at the start of the game.
I’d recommend one of two ways to improve the economy of 1941 that either recommendation is quick and/or easy to use.
1) Double the income of every printed territory IP value… If a territory is worth two, it’s now worth four… so on and so on. If America normally starts with 17 IP, it now starts with 34 IP… this goes for EVERY nation, as the rule effects all IP values on the map.
or…
2) Add “War Bonds” to each nation… during the income collection phase of each nation, roll either a 1D6, or a 2D6 (depending on how much income you want to add, but keep it the same for all nations) to represent home war drives for more income to each nation… this is a slightly more random method, but also allows you to leave the board income as printed.
Using either above method is a quick and easy house rule to implement, which I recommend for any 1941 game… this will (hopefully) even the game win/loss ration per side as the economic advantage of the Allies will be more of a thing, and it allows ALL PLAYERS (on both sides) to enjoy having more money to spend.
The only (potential) downside to the above method is that it can lead to slightly longer game sessions of 1941… (if you call that a downside at all).
That’s my recommendation to give the Allies a bit more of a chance to win, but it adds fun to all sides.
The only other method to change the game if you want to keep it close to vanilla rules is to simply throw more starting forces at the Allies (bids as folks like to call them)… an extra ship or bomber here or there… but for 1941, I find that a bit boring… I like to play with more income when it comes to 1941, and I think with this version of the game, that would give a slight tip in balance towards the Allies.