Bringing Balance to the Game

Many experienced players of Axis & Allies have reached a concensus that the Axis player faces the greater challenge achieving victory than the Allies do. In order to bring balance to the game there have been several systems devised to give the Axis a boost.

All's Quiet on the Eastern Front

The first method for equalizing the powers is simple. Russia forfeits the right to make an attack in the first round. This generally spares the Germans the loss of the Tranpsort and the Sub in the Germany sea zone and all of the units in one of the following territories in Europe: Finland, Ukraine or Eastern Europe.

Japan may have also been spared the loss of units in Manchuria.

Of course, the Russians will have taken losses as well for destroying these items, but it is generally considered that Russia's gains would out weigh the Axis losses.

The estimated one time sway in IPC value given to this variant is roughly 12 to 15 ipcs in favor of the Axis. Not enough to sway the entire game, but enough to give the Axis a temporary economic and strategic lift.

The Bid

The most popular method for achieving equality is the use of a pre-game bid. The bid actually performs two functions. First, in a two player game, the lowest bid determines who will play the Axis. Second, it determines the amount of extra ipcs or units that will be added to the game before Russia's first turn.

Bid placement may include any unit(s) used in the normal play of the game, including industrial complexes. It may also include additional IPCs to be spent by the Germans and/or the Japanese after the game has begun. German units received through the bidding process may only be placed in countries or sea zones which are controlled by the Germans. Likewise, Japanese units received through the bidding process may only be placed in countries or sea zones which are controlled by the Japanese. Please note that industrial complexes received via the bidding process are still limited in production just like those purchased during normal game play.

The bidding process can be completed using one of two basic methods.

Auction Bidding and Blind Bids

Each player bids back and forth until the lowest bid is achieved. The lowest bidder will play the Axis.

Each player submits a blind bid to a third party. The lowest bid wins the right to play Axis. In case of tie a die roll is used to determine the Axis player. You may also use the honor system and trade bids with your opponent via promising not to read their email until you have sent your bid.

Bidding in the Multplayer Game

The lowest two bidders will play the Axis and the highest three bidders will play the Allies. To add a little extra spice to the process we impose the following rules.

The second to lowest bid determines the actual amount bonus the Axis will receive to start the game. Also, the second to lowest bidder will get to choose which Axis country he/she will play. Of course, the lowest bidder will play the other Axis power.

The third lowest bidder has first pick of Allied powers to play, followed by the fourth lowest bidder. Finally, the highest bidder will play the remaining Allied country.

Combining the Variants

Some players choose to combine bidding with the peaceful Russian first round. We consider the Russian variant to be worth 12 ipcs in this scenario.

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