First let me preface all of this by saying that your comments have led me to offer a modified variant of the scenario which I will present below.
@ Admiral Thrawn: On the point of whether or not Italy should join at a set date, I must maintain that I think this is a bad idea. Italy was in the war before the USA was, and I believe that it would be too hard for me to get the gameplay mechanics right if Italy just sat around until France fell. As it is, a good Italian player might not attack his or her first turn anyway, building up forces for a more powerful strike in Africa. At the end of considerations, I have decided to leave Italy as is.
And while it is true, as you pointed out, that the USA had a larger army than Yugoslavia, I don’t believe it was really mobilized for war at the time, and therefore America’s start from scratch (aside from a lack of naval forces) I find to be generally close enough to the reality of the situation. Moreoever, it just helps the scenario play better.
@ timerover51: After giving myself a good history lesson, I learned that you are right about Yugoslavia. In the new version of my scenario, however, I am still giving Yugoslavia 2 infantry to reflect the Communist resistance under Tito as best I can without adding complicated resistance rules. Greece and Poland are defended differently, as well.
As for the issue of the UK’s power, I have found through playing the game that the initial German dominance of the Atlantic is momentary and limited in its effect, especially once the USA gets in the game. In all reality, I might yet increase the size of the German navy or shift things around. For now, however, everything appears balanced to me. If you disagree, I suggest you play the scenario according to the rules given here. I think you will decide differently in the end. Realistically, I think that if there is any unbalance in this scenario, it rests in favor of the Allies. The idea of the Axis actually taking Moscow, much less Britain or the USA, seems very difficult at best, especially when considering Lend-lease and several other allied options that I have delineated earlier in this thread.
OK, now here are the tweaked rules - feel free to contrast and compare with the original on the first page:
Axis & Allies Europe: 1939
VICTORY CONDITIONS: Control two enemy capitals (capitals are comprised of Moscow, Germany, Northern Italy, United Kingdom and United States) for one turn.
There are 5 playing nations: Soviet Union, Germany, Italy, the United Kingdom (and minor allied and neutral countries), France/United States. Italy is played using Japanese pieces from one of the other game boards, and France/United States uses United States pieces.
Turn Order: Germany, Soviet Union, Italy, the United Kingdom, and France/United States.
SPECIAL RULES:
Additional IPCs on Turn 1: Germany starts with 12 IPCs to spend on its first turn.
Italy starts with an extra 6 IPCs to spend on its first turn.
UK and France start with an extra 10 IPCs to spend between the two of them.
NEW UNITS MAY ONLY BE PLACED IN THEIR PLAYER’S INDUSTRIAL COMPLEX OR ADJACENT SEA SQUARE. THIS NEGATES THE PACT OF STEEL RULE.
Soviet Union:
The Soviet Union must remain at peace until Germany or Italy initiates hostilities against the Soviet Union. Then it must declare war against both of these countries and no others.
Soviet convoy does not become active until Germany or Italy attacks the USSR.
The Soviet Union may only use half of their income, rounding up, until Italy or Germany initiates hostilities against the Soviet Union.
The Soviet Union may invade any of the pink territories not owned by the Axis and gain plunder from them as Germany would. Note: once one side has gained plunder from a territory, no other country may gain plunder from that same territory.
France/United States:
U.S. convoys become active when the USA enters the war (i.e. France falls).
Maginot Line: French infantry in Eastern France or Vichy France defend on a 3 if attacked from Germany or Northern Italy, respectively.
The two British Convoys valued at 3 IPCs are French; if France falls they become British. If they have been occupied by Axis naval units, they will still need to be reoccupied by Allied powers.
Mid-East:
The total IPC value of the yellow Mid-East territories is counted to the end of each round. This money is divided between the French and British immediately for use on their next turn (in a fashion similar to British convoys in A&A Pacific).
The Industrial Complex in Egypt may only deploy 1 British unit per turn.
Vichy France:
If France falls to the Axis, French IPCs are claimed by the conquering player and any French land or air units in Vichy France or North Africa immediately become German (they may not move until the following turn). Any remaining French land or air units in Allied territories become British. French naval units are scuttled (removed from play). The French convoys become British (if under Axis control at the time, they must be liberated first). From this point forward the French player is now the United States; nothing special happens if France is liberated.
Plunder:
If the Axis conquer any of the minor allied powers or neutral British-occupied territories (all of which are originally under the jurisdiction of the British player), that Axis country immediately gains “plunder” from the bank equal to twice the IPC value of the territory conquered to spend on their following turn (territories with no IPC value yield a plunder of 1). This only works the first time a territory of this nature is conquered.
Pact of Steel:
Axis powers can deploy units using each other’s Industrial Complexes.
Lend-Lease:
Allied units in Red territories can be absorbed by the Soviet Union during the Soviet’s purchase phase.
Other Rules:
Strategic Bombing raids can only destroy up to the IPC value of the territory in which they are conducting the raid.
Fighters cost 10, Carriers 16. Tanks defend on a 3.
Destroyers can bombard.
The United States gets an industrial complex. No new ones can be built.
Allied units may not enter Soviet territory until the Axis initiates hostilities against the Soviets.
If France falls, all Mid-East IPCs go to the UK by default. They may not be given to the United States.
The British marker is used on the side of the IPC chart to keep track of Mid-East territories.
UNIT PLACEMENT
GERMANY: 13 IPCs
Germany: 8 infantry, 4 tanks, 2 artillery, 2 fighters, 1 bomber, 1 Industrial Complex, 1 AA gun.
Austria: 2 infantry, 1 tank, 1 artillery.
Czechoslovakia: 5 infantry, 1 artillery, 1 fighter.
Hungary: 3 infantry, 1 tank, 1 artillery, 1 fighter.
Finland: 2 infantry.
Baltic Sea: 1 battleship, 1 destroyer.
Danish Sea: 1 transport, 1 sub.
Denmark Strait: 2 subs.
Barents Sea: 2 subs.
Mid-Atlantic: 2 subs.
South Atlantic: 2 subs.
Iraq: 1 infantry.
SOVIET UNION: 18 IPCs
Moscow: 1 infantry, 1 artillery, 1 Industrial Complex, 1 AA gun.
Leningrad: 1 infantry, 1 fighter, 1 Industrial Complex, 1 AA gun.
Stalingrad: 1 infantry, 1 Industrial Complex, 1 AA gun.
Archangel: 1 infantry, 1 Industrial Complex, 1 AA gun.
Siberia: 1 infantry, 1 tank.
Turkestan: 1 infantry.
Caucasus: 1 infantry.
Ukraine SSR: 1 infantry.
Belorussia: 1 infantry.
Russia: 1 infantry.
Karelia: 1 infantry.
White Sea: 1 transport, 1 sub.
ITALY: 9 IPCs
Northern Italy: 5 infantry, 1 artillery, 1 fighter, 1 Industrial Complex, 1 AA gun.
Southern Italy: 2 infantry, 1 tank.
Libya: 2 infantry.
Sicily: 1 fighter.
Rumania: 2 infantry.
Bulgaria: 1 infantry, 1 artillery.
Central Mediterranean: 1 sub, 1 battleship.
Tyrrhenian Sea: 1 destroyer, 1 transport.
(Sardinia unoccupied).
UNITED KINGDOM: 19 IPCs
United Kingdom: 2 infantry, 1 tank, 1 artillery, 1 fighter, 1 bomber, 1 Industrial Complex, 1 AA gun.
Canada: 1 tank, 1 Industrial Complex.
Malta: 1 fighter.
Atlantic: 1 battleship, 1 destroyer, 1 transport.
Celtic Sea: 1 transport.
English Channel: 1 destroyer.
North Sea: 1 sub.
Davis Straight: 1 transport.
Straight of Gibraltar: 1 battleship.
Eastern Mediterranean: 1 destroyer, 2 transports.
(Gibraltar and Iceland unoccupied; 2 convoys worth 5 IPCs).
Mid-East: (see special rules for Mid-East income).
Egypt: 3 infantry, 1 tank, 1 Industrial Complex* (see special rules)
Trans-Jordan: 1 infantry, 1 artillery.
(Syria, Iran, and Palestine unoccupied)
Neutral and Minor Allies: (do not contribute to UK income)
Poland: 4 infantry, 1 artillery.
East Poland: 1 infantry.
Yugoslavia: 2 infantry.
Greece: 3 infantry, 1 artillery.
Crete: 1 infantry.
Denmark: 1 infantry.
Norway: 1 infantry.
(Baltic States, Vyborg, and Bessarabia unoccupied).
FRANCE: 17 IPCs
France: 3 infantry, 1 artillery, 1 fighter, 1 Industrial Complex, 1 AA gun.
Eastern France: 1 Tank, 3 infantry, 1 artillery.
Vichy France: 2 infantry.
Tunisia: 1 infantry, 1 artillery.
Morocco: 1 infantry.
Bay of Biscay: 1 transport, 1 sub.
Western Mediterranean: 1 destroyer, 1 transport.
(Corsica, Netherlands-Belgium, and Algeria are unoccupied; 2 convoys worth 3 IPCs).