Thinking to myself, and trying to come up with something that might work earlier, I was wondering if giving the US a peacetime bonus might do the trick? Something that directly relates to sz 26, and gives them a reason to “play chicken” with Japan?
Maybe, for every capital warship in sz 26, the US gets +X ipcs, or something along those lines, while at Peace.
So they’d at least have more of a reason to ride it out and stack up some ships in sz 26, instead of just pulling back to sz 10, or launching forward to sz 54 or wherever.
Or I suppose like you say, you might create a rule where neutrality somehow effects a nation’s ability to ‘mobilize’ units at the front. Its kind of weird that in A&A the incentive is usually to pull way back and consolidate, rather than moving forward to reinforce. It’s sort of the opposite of what you’d probably expect in a build up to war. I guess for Russia it makes a certain sense. At least there you had Stalin all wary of the Russian experience in WW1, and trying not to provoke a German attack through a mass mobilization. But then again, look how that worked out, they nearly got rolled over haha.
With the US on the water, you’d think they’d want to reinforce the front line naval base in Hawaii, but often times it’s more effective to stay in San Diego, or high tail it down to Queensland, or someplace like that. So it’s pretty hard to set up the conditions necessary for a Pearl Attack.
Also, just in keeping with the earlier idea about the US and Round 4… What if a peacetime objective for the US, might in same cases make it actually desirable somehow to push out the DoW even farther, like to round 5 or even round 6, if they aren’t attacked directly by an Axis power?
There is no reason at all do that OOB, it’s just a given that the US should declare as soon as they are allowed to so, because they gain no advantage from prolonging things. There’s also no way for the game to model a situation that might very well have happened in the real War, where the US declared on one Axis power, but not the others. Or at least not on all of them at the same time.
You could maybe imagine a game where Japan declares war on Russia, but not on the West, and the US ends up in a fight just against Germany/Italy. Or similarly a situation where a Japanese attack on the US steals the whole show, and it takes Churchill and Stalin another couple years to persuade the US to join the team vs Germany.
Things like that, which would make the political situation more fluid (and potentially more interesting for gameplay variety) aren’t really represented in the OOB game. So again, it’s sort of like, why bother with June 1940, if you just end up with a game that always has to play out according to the Dec 1941 situation regardless? If the same Nations go to war against each other in the same way, and the only question is whether it happens in round 1, 2, 3 or 4, it sort of diminishes the promise of a the earlier 1940 start date anyway.
Personally I like a game that just gives a nod to the political situation in the first round only, but which catches you up to 1941 by the time the second round kicks off. That way instead of a bunch of complex rules, you just have a kind of restricted opening for the neutrals (familiar from Classic with Russia) and then launch straight into a total war scenario. Perhaps just use the turn order to put the late comers towards the end of the sequence?
For something vaguely familiar, you could try…
1. USA/Russia
2. Germany/Italy
3. UK (+Anzac, UKP, Canada or whatever)/China
4. Japan
That turn order feels almost like Classic once you get going, except here you have Japan closing out the round instead of the Americans, which might be a novel change of pace. In this case you just give the first block (USA/Russia) some kind of restricted opening to reflect the political situation at the end of 1940.
Or I suppose alternatively, if you wanted to really depart from previously explored turn sequences, to give this one an entirely new feel, maybe you try something that definitely hasn’t been done before in A&A like…
1. UK (+Anzac, UKP, Canada or whatever)/China
2. Japan
3. USA/Russia
4. Germany/Italy
Here the British start the game, desperately trying to regroup, and the European Axis close out the game round. You could still restrict USA/Russia or Japan if desired during the opening round. That might be kind of cool to see in action. In either case, you’d have a G40 style game that was pretty distinct from OOB, since Axis would be closing the game round instead of Allies, something that hasn’t really been tried before.
I intentionally left France off the list, but I suppose you could load them back in somewhere, if that makes sense as well. Or perhaps just attach them to the Axis (Vichy), if you want to give the Axis more to mess about with. But for now just seemed simpler to work out a sequence with the big 5 (where Italy is attached to the German turn.)
Yet another sequence that might be fun…
1. Japan
2. USA/Russia
3. Germany/Italy
4. UK (+Anzac, UKP, Canada or whatever)/China
Again you could restrict the first 2 blocks with a nod towards neutrality, and then just open it up for round 2. Kind of has a nice pairing with Japan opening and China ending, as a nod back to 37. Seems like any of these would be doable, if one was willing to tweak with the starting unit distribution or starting income, to accommodate the change.
Finally there is the option discussed many times before of a fully collapsed turn order. To me such a game would recommend a full redrafting, to simplify it down and make the opening turn (in particular) much, much faster than OOB.
Two options there that seem interesting to me…
Block 1: Germany/Japan
Block 2: Russia/UK/USA
all Axis vs all Allies, or the reverse
Block 1: Russia/UK/USA
Block 2: Germany/Japan
Then make the Anzac and French sculpts purely aesthetic (attached to UK), and the same deal with Italian sculpts purely aesthetic (attached to Germany), and same deal with China (attached to US). These sculpts should just be interchangeable with the power they are attached to.
That way you only need 3 actual turns for the Allies, and 2 for the Axis, with less movement/income/placement phases, and less overall information to track. Otherwise the game round would just take a painfully long time to get through, waiting forever for your opponent to count beans and execute all their turns in the block.
Seems to me if one is willing to do something like that, with a more streamlined starting unit spread and less phases to track, that you could do a fully collapsed turn order on the map, and it would probably be pretty fun.
I think you could make the OOB map work for that. Giving China to the Americans (just with whatever units they need to not fold instantly), and do the same with Italy and Vichy given over to G, and with Anzac/UKP/Free France just made part of the British turn again.
Sure you’d need to re balance the whole board for the 5 man, but an All Axis vs All Allies game with 2 turn exchange would probably be worth it.
Ps. I guess you could try for a 6 person game just as easily if you wanted to preserve that option. I still think the game bogs down if you try to go with more players than 6. Even if there are potentially 10 nations in the game, there aren’t ever really more than 6 viable player positions. I guess in the case of a 6 man you break off Italy, and go with an AA50 style distribution of players
3 Allies (Russia/UK/Japan) vs
3 Axis (Germany/Italy/Japan)
Again with the Anzac and French sculpted just purely cosmetic and attached to UK.
In tripleA you’d just assign direct control, so it would be a 6 color mapboard for the player nations/units (plus neutrals.)