I think you’re on to something interesting, Black Elk, although I agree with simon that totally blocking off China (with no other changes) wouldn’t necessarily help game balance. With no Russia-China connection, you couldn’t reinforce the Flying Tigers, so they would die J1 every game. Yes, Japan will have to walk some units into China that then have to walk back out, but that’s not a huge inconvenience, because we’re talking about a force of infantry and fighters that already start in the region. Many of the Japanese infantry in China would ordinarily die fighting the American Chinese in any case, and the fighters can fly out in one turn.
A variant that might be more interesting: only two land units per nation per turn can pass through the Russian-Chinese border. So, the Russians can send 1 inf, 1 tnk to Szechuan on R1 if they want – but then they can’t also send 1 inf to Chinghai the same turn, because they’ve hit their two unit cap. Then, if the Japanese eventually conquer the region, the Japanese could send, e.g., 1 inf to Kazakh and 1 inf to Novosibirsk on a given turn, but they couldn’t also send a tank to Kazakh, because the Japanese have hit their two-unit cap. Fighters and bombers do not count against the cap.
My hope is that this would have some tendency to nerf the Japanese tank rush to Moscow (which is historically implausible and not a huge amount of fun for most players) without totally shutting down the Chinese theater as totally irrelevant.
More broadly, I see the Japanese as having five basic directions to expand in 1942.2:
- West through China to Moscow
- Southwest through India to the Caucasus/Egypt
- Northwest through Siberia to Moscow
- Southeast to Honolulu and Sydney
- Northeast to Alaska and Western Canada
With OOB rules and even with most of the popular house rules, option #4 is terrible because at most you pick up 1 VC and 4 IPCs (West Australia, East Australia, New Zealand, Hawaii) – a lousy haul for a long campaign to the middle of nowhere. Same thing with option #5 – it might be a useful distraction to help with a German victory, but it’s never going to be a useful path to a Japanese victory. You max out at 0 VCs and 3 IPCs, because you can’t possibly conquer San Francisco.
So there are really only three viable Japanese paths to victory. If you completely nerf the “West through China to Moscow” path by sealing the border, now there are only two paths left, and that’s not as interesting for the Japanese player. Hmm, should I go north or south this game? It’s not nearly as interesting of a question as figuring out which and how many of three paths to use!
I’m still optimistic about giving America a non-combat and purchase turn before anyone else goes as a way of balancing the map and saving the Pacific as a viable theater for an American offensive, and I’m going to do a solo test today – but I don’t think it does anything to give Japan a reason to go on the offense in the Pacific, and I do think that allowing Japan a strategically viable path to expand to the east is a necessary requirement of a complete/perfect fix for an Axis & Allies game.
I would say there are about five big problems that need fixing in 1942.2:
(1) Game is unbalanced in favor of the Axis; the Axis win too often.
(2) Game is overly focused on a rush for the center; the periphery of the board can and should be ignored.
(3) It is too difficult to cross either the Atlantic or the Pacific with boats, so players often mostly ignore their navies.
(4) There are too many units on the board at setup that exist only to be killed off on the first turn, which is slow and frustrating.
(5) Russia has to pour 90%+ of its income directly onto the front lines of eastern europe just to survive, which can be boring.
You can fix (1) with an ordinary bid, but some people are unhappy with how large the bid has to get.
You can fix (2) by adding extra starting factories and/or victory cities on the periphery, but some people are unhappy with changes that are so “radical.” Sealing or partially sealing the Russian-Chinese border could help treat the symptoms of (2) by making the center rush harder for the Axis, but it doesn’t add any interesting new options.
You can fix (3) by giving navies a move of 3, but that would totally shake up the game in ways that we can’t easily predict.
You can partially fix (4) by giving the Americans a starting non-combat & purchase turn, although the British and German navies are still going to get crushed. The A0 turn also fixes (1) and fixes the American half of (3) by giving the Americans enough boats to cross the Pacific successfully.
You can partially fix (5) by giving the Russians a starting bomber, although I don’t think it really changes the overall dynamic – the Russians can make better trades with a bomber, but they still have to use almost all of their production to crank out infantry to trade with. You can mostly fix (5) by giving the Russians three starting fleets, but that’s a really drastic change to the map setup that requires extra set-up work and that might turn out to be unbalanced in favor of the Allies, especially if combined with the A0 turn.
Thoughts? Have I missed any major problems or proposed solutions?