@Young:
@special:
@Young:
Who cares if your opponent is in a cloud of doubt over what side of the world the US intends to build on…… WHO CARES! I make no bones about the fact that I intend to use over 90% of my total income to crush the Jap fleet, and I will tell the Jap player that before the game even starts. Your basing your entire purchase and positioning on some unnessasery bluff.
Now, to be fair, an average opponent will not declare he’s gonna do a certain strategy and sign a contract that he will stick to it.
Basing purchases and positioning startup units in a way that creates a one round bluff is silly IMO, maybe I exaggerated when I said that I would have no problem disclosing my strategy, but the first few rounds are so limiting for the states, adding deception as a reason for purchases is minor compared to spending and doing things to max limited capabilities.
I guess that’s true, the huge size of the map sorta negates short term deceptions (although in some cases it can sill work). And pre-war USA doesn’t have that much.
Still, I used to like to play with placement (this is an example) 4 planes for E-USA, ground troops in Central, and the next turn buy 2 AC’s and TRP’s W-USA, moving the ground troops to W-USA, ready to board next turn, and landing the planes on the AC’s. Due to the big distance on the board between east and west USA, this is sorta easy to keep the enemy in the dark.
Even starting this pre-war, you can give the impression you’ll focus on the Europe side, then switch Pacific with a larger than expected force (obtainable in 1 turn)
I know the Pacific is big, and the result will not be much, but it can have a certain impact, and sometimes even 1 turn can make a difference.
(also you still have the option to go europe with this, so it keeps your options open)
Back on topic: US buy 1: fighters/tacs for E-USA and ground units C-USA may not show your muscles right away but keep a lot of options open, for either side of the map.