It may be far better for you to use battlemap, for one such as myself though TripleA has absolutely no drawbacks :-)
It has become standard bid on TripleA using LL to give allies 7-9 bid, i believe even a 3 allied bid is standard for using dice. I must say though the more games I play the more options I see for the allies, it is just very difficult for an allied player to adjust to the combination of axis moves. AA50 has an ebb and flow so to speak in my opinion that income, positioning, TUV, etc all play a part in, esp with NOs that prevents you from doing the same old build/shuck so to speak with allies every game, as every game is different. I’ve also noticed Russian play getting much tighter and better, usually getting there 2nd NO, previously thought impossible to get, as early as turn 3 or 4! (3 is my personal record). I have also been seeing Russia denying Germany her third NO unless Japan gets it, I’ve seen Japan also denied her 3rd NO till turn 3-4 with good allied play.
Income does not tell the entire story, sure Germany gets some high income numbers, but, they can only produce 10 units unless they build an IC which can be threatened by the allies. Those 10 units never seem to be enough when your building air to threaten allied fleets, trading 2-4 territories a round, and trying to stack up france and push Russia. Japan gets some sickening income, but takes sooo terribly long to setup and after setup is vulnerable to a full US push against her in later turns. The US income is fairly large as well, but she takes so terribly long to get into the fight. The allies cannot hold in africa/south asia/china/etc, but they have some very potent harassing potential with there troops there. It is a race against time for the allies to be sure, and Turn 2 is there turn, i’ve noticed alot of allied players try to get in there hits on turn 1 instead of seting up for something substantial on turn 2, I myself have been guilty of this.
In the end I feel the bid will be as low as 5 for allies, still do.