I’m not quite sure if I understand you right there… The Jap can intercept your Aussie fleet in round one with 1 Sub and 1 Fighter… the odds are slightly in his favor then but it can also go wrong for him… in any case, those units are a nice-to-have but not the most crucial things on the board in my opinion. What is much more important is to get all US navy into the Atlantic, though. Because you want to secure your troop movements over to Europe as soon as possible with the least IPCs to spend… because from round 3 on you really need the US IPCs for land units to let them flow into Europe… Well, that’s at least how I play it. The US production is under a lot of pressure from the beginning to bring as much stuff into action as possible and asap. I have seen players not really knowing what to do with the US and splitting forces and wasting the first rounds for undecided actions in both Pacific and Atlantic… I think you should decide very early in the game whether you go for KGF, then you should throw literally everything against him (apart from some action out of India against the Japs in Asia). Or you go for KJF, that would be a different approach, harder though (stalling the Jap on his mainland, using united Brithish and US forces in the Pacific -> that eases the pressure on Russia from the east but Germany can go wild… not so good for the Russians, which might fall in the 4-5 round if you have an aggressive German player who sees what you’re up to from the moment you buy stuff for UK in the first round… but that’s a different story I think)
Coming to the balancing issue again: I very carefully reconsidered and I can only repeat myself: The board might favor Axis from the beginning, but it is shifting during the game. I personally like to play the Allies because it’s a real challenge, and when I win I know I earned it… :mrgreen: