This is way I like to play with 2 tiers of complexity
Tier 1:
All these Units with their normal cost and abilities
Inf 3 ipcs
Artillery 4 ipcs
Tanks 6 ipcs
Transport 7 ipcs
Destroyer 8 ipcs
Fighter 10 ipcs
Cruisers 12 ipcs (can bombard)
Carrier 14 ipcs
Replace all battleships with 2 cruisers
Replace all bombers with a fighter and an inf unit
Replace all subs with destroyers
Add 3 artillery and a second fighter to Russia.
Add a US destroyer to sz 11, per the standard suggestion.
And (this is important!) +5 ipcs every round at collect income for each Nation, as a bonus for holding their Capital. Basically the collect income pile starts with a 5 spot, and the rest of the normal income is added to this.
This is the way I like to use the board to teach the game. Basically it covers all the major aspects of A&A with the exception of Strategic Bombing, Submarines, and the two hit rule for battleships. I think its important to keep the price structure the same across all games, so here it is the carrier which is the “big ticket” ship, as it should be for the period. The focus is on how to use infantry artillery and tanks effectively, as well as fighters, and the basics of the naval game. I think its fun to teach bombardment, since it is a major part of the other games, and since Strategic Bombing Raids are not covered in this game, at least bombardment gives some novelty.
The reason to substitute subs for destroyers is simplicity. The sub is a complex unit with its opening fire and interaction with destroyers and other units, like aircraft. Face it, all the sub rules are weird, from the new players perspective, they stand stand out from other naval units. Submarines take the most time to explain, by far, and there is no way of getting around that explanation when subs are used in practically every first round naval battle. I find that it is much easier to simply eliminate them from the roster. The current destroyer behaves in much the same way as a Classic sub, it has the same cost as a classic sub, attacks and defends at 2, basically does everything you need a naval fodder unit to do. The destroyer itself isn’t a complex unit, it only becomes complex through its interaction with subs. Get rid of the subs and they are easy to explain.
The reason to substitute bombers for fighters is because of the lack of any SBR mechanic for them to participate in. Their ability to move 6 is rather overpowered here as well, but its more because they are so expensive. New players shouldn’t be thinking about bombers yet, they should be focusing on how fighters are used for attack and defense, and on carriers. Its easier to get them focused on fighters, if you remove the distraction of bombers from the roster altogether.
Artillery is included for reasons outlined in the balance thread, but basically it is to decrease game length and simplify the war, while still teaching a key mechanic to new players.
So that is the basic game. Once you have played it you can expand the 1941 board.
Tier 2:
The next tier of complexity is the following units added to the list above
AA guns 5 ipcs
Subs 6 ipcs (with all their rules)
Bombers 12 ipcs (with SBR)
Factory 15 ipcs
Battleship 20 ipcs
Substitute the ships and bombers back to normal, add an AA gun at each factory territory, with all the rest as outlined above… And (this is important!) give each player +10 ipcs every round added to their total income. Call the +10 whatever you want, a bonus for the capital, but basically it is just a way to introduce some money so players can explore the more complex units/dynamics. The base is the same for everyone, they just add a 10 spot to the pile. This allows for the purchase of battleships, and to deal with SBR, without altering the low production scheme of the board.
I find that if you do it this way, it is easier to teach new players all the information they will need to successfully transition to 1942. So I thought I would offer it here, in case anyone else likes to use the board this way.