This actually turned out a lot longer than I thought. So here is part 1 (mostly setup and backround), I actually didn’t even get to the Lurching part. :lol:
I’ll eventually post as one article and put in the Article section as well.
The German Lurch: Revised Edition
The Lurch is a mid-game stack based German strategy that is used to coincide with a strong push on Moscow by Japan. The goal of the Lurch is to gradually move your German stacks East eliminating trading territories for Russia as you continue to get stronger while Russia gets weaker. You are playing for control of Wrus and Cauc, which aren’t easy to get, but using a Lurch strategy you can attempt to claim them without a fight by manipulating your stacks such that any Russian advance can be easily countered, while your advances can’t be stopped because you are able to merge multiple stacks into a single targetted territory.
Unlike Classic where the Germans Lurched from EE to Ukr (to Cauc) and then to Kar, in Revised the Germans have 3 initial avenues to consider:
1 - EE to Kar
2 - EE to Belo
3 - EE to Ukr
Each one has its pros and cons, but all should result in the same conclusion, a German stack in Wrus or Cauc.
Before we get to Germany lets first talk about Japan briefly. If you are planning on using a successful Lurch you will need Japan, so they should be focused on Asia and getting to Moscow. You’ll likely need a few of Japan’s fighters in Europe so take Aus early (round 2 if possible) and make sure you always have ftrs in range of Ukr after J3. Your goal should be to have Chi, Sin, Bury, Sfe, Yak by the end of J3, one factory on the mainland, and 4 trns running your shuck from Japan. A 5th trn is a great bonus which you can use to pick up Aus/NZ/Hi. I think these are modest goals and definitely achievable in the vaste majority of games. The only issues that may arise would be an ultra aggressive UK 1 open and/or a possible KJF strategy, but then again if the Allies are going KJF you do not want to use a mid-game Lurch with Germany, you’d want to be much more aggressive.
As for German bids, you can use the Lurch with most land based bids, whether it is placed in Africa or Europe, but the Power Africa bid (2-3 units in Lib) tends to be a little better since it is vital that you are able to blitz Africa and gain its IPCs. You have to make sure you can take Egy and hold against any UK 1 counter.
Now to the Lurch. The theory of the Lurch is to leverage your initial IPC gains in the early rds (1-4) into a sizable attacking force that can be put into motion from round 4 on. You are ulitmately playing a position game rather than an IPC (or economic game). While there are periods where the Axis can out earn the Allies, it is very difficult to maintain this advantage against quality opponents. Time is typically on the Allies side, so the Lurch is designed to maximize this effect before the Allies can block the threat to Moscow and begin to close in on and cripple Germany. Your targetted time frame to take Wrus/Cauc should be between rds 6-9. Anything much later than this and it may be too late.
So, how do we go about employing the Lurch and leveraging these early gains to a positional advantage?
Lets start with the Purchases. Buy Infantry. Buy infantry early and often, an upgrade for an armor or 2 is also recommended, but with excessive Rt purchases you may be limiting your effectiveness. If you like to buy Rt, buy it early (rds 1-2) b/c you’ll need the mobility of armor later. 8 inf, 4 rt in rd 1 is a good foundation as is 12 inf, 1 rt, however you can’t go wrong with the Inf + Arm buys. Remember you aren’t really interested in attack you just want to project force to prevent an Allied stack and then you want to move your stack into the vacant territory, so you are more concerned with the cheap defense of Infantry and added defensive muscle of the Armor than the added attacking power of Rt. Armor is also vital to your initial defense of WE, so again don’t go Rt crazy with your buys.
Okay we know our buying strategy, what about the layout of Africa and Europe?
Africa is easy, use your bid in Lib and take Egy heavy. Surviving Armor should immediately blitz everything insight, while 2 more units can land in Trj in round 2. In round 3 you have a few options, positioning your fleet to help in Europe, getting out of dodge to take Mad and then perhaps a combination of Ind/Aus/NZ/HI, going around Afr to take Bra, reinforcing Perisa, or just safely remaining in the Indian Ocean and re-invading empty territories in Afr. While blitzing Africa you want to keep as many of these units alive as possible so you can ultimately get them to the Middle East as well. You’ll probably need to get them back Trj by round 4 otherwise they risk being trapped, which isn’t terrible since you can still cause some trouble in Afr, but it is always nice to have the extra threat to Cauc from Per.
Europe is a bit different and requires some patience. You aren’t planning on blitzing to Moscow so you need to set up your initial defenses and get into position to trade Kar/Belo/Ukr with your infantry and airforce. You also want the bare minimum of defense in WE b/c you want to maximize what you are sending East. This is where tanks come in handy, you usually don’t need all of them to deter a Russian move so you can spare a few for WE and their 3 on defense is enough to make any UK landings highly unlikely. How many units should you have in WE? You want just enough inf to survive the first wave of a UK attack and enough arm/ftrs to wipe out the entire land based attacking force. So if UK can attack with 3 inf, 3 arm, 2 ftrs, 1 bom, you’d want 4-5 inf with 8-9 arm/ftrs.