It’s hard for me to imagine any production spread or starting unit adjustment that both avoids the center crush while simultaneously maintaining a way for Axis to win (at least in a game played till concession.) I think at best, you can hope to slightly alter how that crush develops or how long it takes to pull off. Basically whether both Axis powers are gunning full force at the same time, or if one of them has to break off to manage a defense, while the other tries to get the job done.
I suppose you could build the balance around London as a main target rather than Moscow, but that really doesn’t fit with the timeline here in 42. Japan unfortunately just has no targets for the win on the Pacific side that do as much for their team as knocking Russia out of the fight. I think there were some missed opportunities when the production spread was initially created on the Pacific side, esp. around Australia/New Zealand/Hawaii/Alaska. But even doubling the value of those tiles, doesn’t address the capital capture benefit gained when you sack Moscow. Global had a better approach, but also missed the boat in the PTO in my view, by not making the Australian capital a more critical campaign target, and because of the rules for building new production. The ability to have factories on any tile with an ipc value, is probably the one thing 1942.2 has on G40 (well that and the more manageable scale/playtime.)
If you want to dial back the center crush as the main Axis strategy, I don’t know what can be done other than a rules change. A number of these have been proposed in the past, but with little traction.
My approach would be to introduce a cash looting rule that governs all VCs, and not just capitals. An example of this would be a flat rate bonus/penalty every time a VC changes hands. For example 10 ipcs (or up to this max) are removed from the owners purse and returned to the bank when one of their VCs is captured. 10 ipcs are then awarded to the new owner from the bank. This would significantly reduce the likelihood that players just casually trade VCs back and forth, which is why you go with a dual penalty/bonus.
You could do the same thing at 20 ipcs for Capitals, if you wanted to distinguish these from the normal VCs. Not only would this spread the money around, making all VCs more significant relative to the Capitals, but it would also provide a mechanic that uses the game’s built-in economic drivers to support the stated victory conditions, while still allowing players to play until concession if desired.
But again this goes well beyond a starting unit adjustment. It would be a core change to the game.
Something like this would be fairly simple to implement in face to face play, but would require editing in tripleA to pull off. That is an impediment in my view, because too much editing can be onerous. ( A one time edit at the start of the game, is different than a recurring edit that requires turn by turn tracking on the part of the players.)
This is important because I just don’t think you can properly play test a balance mod in a reasonable amount of time using anecdotal evidence from face to face games alone. While face to face play is superior in pretty much every way, it just takes much longer to return a balance consensus. We need to rack up games, like hundreds of games, at a high level of play, to make realistic balance assessments, whatever the rules. Were it not for hundreds of tripleA games played, we’d probably still be debating the balance of Revised right now, to say nothing of Global, or 1942.2. Whether it’s a good thing or not for the shelf life of the boxed games, it’s clearly more expedient to use the digital tools when it comes to gathering balance evidence. That said, I think it’s unwise to create a digital mod that cannot be easily replicated in face to face play or vice versa. A good mod needs to service both styles of play without being overly burdensome to implement.
I think this is where many mods or serious HR redesigns tend to fall short. In tripleA you can easily make changes that are much more difficult to include with the physical map/materials (changing territory values, redrawing borders, altering basic unit stats, or national objective values etc). Similarly you can do things with the physical game that are simply impractical right now in tripleA. Using playing cards for example, or 12 sided dice, special unit abilities, or special one time events.
To be successful the mod has to work within the realistic limitations of both the physical game and its digital counterpart. Otherwise you’re cutting off one half of the player base to service the other, with the chances of widespread adoption and consistent feedback diminished as a result.
This is the main reason why I think we should try to work with only existing mechanics, sticking to the simple stuff, using unit adjustments that are purely additive and only require a one time inclusion at the start, because it’s just much easier to edit.
Not to ramble overmuch, but one reasonable possibility that works fairly well in both tripleA and face to face, is to adjust the starting cash of each nation. I wonder how receptive people are to this?
For example…
Russia +X ipcs
UK +Y ipcs
USA +Z ipcs
Or similarly, for some Axis variety…
Germany +A ipcs
Japan +B ipcs
I mean as a compliment to the proposed starting unit changes, (not as an alternative to the starting unit changes). This would allow the players some freedom to develop their first round purchase based on a desired strategy, while still allowing us to force some trends, that might not otherwise come under consideration OOB or with a traditional bid, by just including those units in the default set up.
This would give us a way to manage any unforseen balance disparity using starting cash alone, without having to lock down everything purely in starting units. The cash might make additional starting factories more viable, or the opening round more variable, based on the initial purchases. But it’s main use is to provide a way to balance by sides, after the fact, once the core unit adjustments are determined and testing begins. Basically instead of revisiting the unit set up every time a balance concern is raised, you go first to the starting cash instead.
There are already two misprints on the set up cards for starting cash anyway, so I don’t think it’s too terribly unreasonable to just come up with whatever new values are needed to make the game work. Starting cash could easily be much higher than the starting production/income of owned territories, if that’s what’s required to produce a more enjoyable game.