Handicapping can important in Axis & Allies, to balance unbalanced scenarios or to help the AI when playing against humans. Some methods of handicapping are:
Unit Build Bids. This is directly supported by TripleA. The weaker side receives money which can be used for unlimited pregame builds or saved. TripleA allows bid units to be place in any controlled area or any sea zone without enemy units. A common house rule is to allow only 1 unit to be placed per territory.
- ww2v2 revised = Axis get 6-9 production units
- ww2v3 with National Objectives = Allies get 6-10 production units
- ww2v3 without NO's = Axis get 10-20 production units
- ww2v4 = not played enough yet to know, the game is very new. it is believed to be more balanced than ww2v2, so no bid for either side should go above 6.
Unit Placement Bids. Bid for an amount of IPC's that can be used to place units in any area you control (or have naval units in) or saved. AAE had this rule, where it was used by both sides. This is the most common rule at tournaments.
IPC Bids. Bid for extra money
Victory Level Bid for the number of victory cities that must be held by the weaker side at any point to win.
Victory Points Score victory points each turn based upon victory cities or income for the weaker side. AAP used this scoring 1VP per 10IPC received as income.
Turns Survived Bid for the number of turns before all enemy capitals fall.
Nation-Turns Passive Bid for the number of nation-turns the stronger side can't attac, e.g. a bid of 2 against the Allies would mean Russian & UK can't attack on the first turn. Many AAC games were played with a bid of 1 against the allies.
Technology Choose technologies at random for the weaker side until enough players will take the weaker side.
Must Retreat The stronger player must retreat after 1 round of combat if possible. Good for playing against the AI.