How about nerfing America instead of Russia for once?
Slowing down America is bad for gameplay. It makes the pacing drag really hard.
They are so slow on the uptake, and if you knocked them out of the fight for the first two rounds they would be even more boring to play than they already are.
We experimented with an idea like that using a couple of different house mods and design strategies at TripleA. Wandering Heads Big World 1942 was probably the most popular, but I think it really proves that a weak America makes for a rather drull, and highly Euro-centric gameplay dynamic. If anything we should be giving the USA more money, and more starting units. Maybe then they’d actually try to fight a two front War, instead of just throwing everything in one direction, because they’re so strapped for cash. I actually would have been happier in AA50 if China was just under full USA control like it was in Revised. I think Wandering Head made the same mistake when he changed BigWorld 1942 from the original set up, to the one that included China as a playable faction. It just makes the US less relevant, and takes another KJF option off the table.
Unfortunately, an accurate historical simulation can be just as mind-numbingly boring and irritating, as a wildly inaccurate one, so a compromise will probably always be necessary. I would like to see more effort designing factions that can fight a forward game though, instead of always designing them to defend/collapse. I would say that the current model is predicated on the consistant collapse of China/Russia, where the only real factor is time.
All we need to do is rule out any Russian-Japanese attacks until a capitol falls.
For a long time I used to suggest a similar house rule in Revised, where No Jap troops could attack into a starting Red Territory, and no Soviets could attack into a starting Yellow Territory, until India and Sinkiang where under Jap control. Combined with the house rule of No Western ground units in Red Territories, it had a certain charm. Much of the basic JTDTM remained in place though, it was just delayed by 3-4 rounds. I don’t think we can fix the Russo-Japanese dynamic with NAP rules alone. What we need are some realistic targets for Japan, and a plan for Axis victory that doesn’t involve Moscow. Right now I don’t really see any
I think my image links went down when the site was switched over, but I think you can still read the discussion.
Triplelk’s House Rule for Revised
http://www.tripleadev.org/forum/viewtopic.php?showtopic=8174&page=1#8174
Also, you can combine the house rule posted above with the Colonial Garrison NA and No Axis bid, for a different type of game than the standard 8-9 ipc Axis pre-placement bid.