A couple of extra points to consider:
You can try something which I call “fast-hopping.” That is, don’t use your initial Japan tranport to offload into Buryatia; instead send it to french indochina with 1 inf 1 tank. On turn 2, take Madagascar. On turn 3, take South Africa. Then you can work your ways upward with that tank blitzing. To compliment this maneuver, start with 3 tran 2 inf as your purchase, and on turn 2 send 1 transport to indochina, and then on turn 3 take Australia with that transport. That means by turn 3 you have taken Madagascar, South Africa, and Australia, which is 5 IPCs from the UK! Not a bad haul, in addition to India probably.
Also consider lending your German buddy your Japanese fighters. In a KGF game, one of the weakpoints of Germany is Egypt. The Allies are destined to retake Africa unless Germany tries too hard or has lucky dice. On turn 2 usually the Allies drop around a total of 4 inf, 2 art, 3 arm into Africa, and have fighters floating around. Germany has to give up Africa soon or is just wasting units defending Egypt.
Now the trick here is to fly most, if not all, of your fighters to Egypt on turn 2-3! Suddenly that 2 inf 2 art sitting in Egypt has a ton of backbone to it. It will be very improbable for the Allies to take your force out there unless they send additional land troops (takes a couple of turns to reach Egypt) or lots of fighters (less protection for their navy, less flexibility down in Africa). Hopefully the Germans landed 1 tank into Egypt on turn 2 in anticipation of this timely backup, so that it can blitz freely into the heart of Africa while the med transport brings more inf to reinforce Egypt. Suddenly Egypt is a hard point which the Allies did not expect at all, and lots of Africa is going to fall unless they really do something about it.
To fly your fighters there in a timely fashion is not difficult. You should/might have a battleship + loaded carrier off of Egypt after killing the UK fleet on the first round. That’s 2 fighters that are going to Egypt to help your buddy out. After your first round attack on China, land 2 fighters into Manchuria. From here, they can reach Egypt! So you have 4 fighters in Egypt on turn 2, which is exactly when the Allies land there. This means they will be very loathe to try to blitz to Egypt on turn 3, and have to proceed very slowly into Africa at this point. The other two fighters you have might be dead or out somewhere towards the east because you may have wished to attack Pearl Harbor or at least defend your SZ60 navy. That’s ok, on turn 2 you can sail them to Manchuria if you feel you are safe, then on turn 3 you can join them up in Egypt for a massive defensive force there. A 1-2 punch by the UK/US is going to be very difficult as their piecemeal separate forces are going to get chewed up in one round by that many fighters and some infantry from Germany to stiffen it up.
The problem of course is that you have 6 less fighters to push against Russia. This is significant, but I think it’s worth the loss. Russia may push back a little bit or be able to hold his territories for a little longer than usual, but by and large you still have lots of land troops coming in and experience nothing more than 1 turn of setback while you wait for tanks/infantry to shore up your frontlines. The economic and logistics problems you cause in Africa, however, is priceless!
And at any time feel free to send your 1 inf 1 tank from fast-hopping up into Egypt to stiffen it up some more while you let your German buddy grab the IPCs, or simply blitz Africa while Germany sits there. You don’t have to over-reinforce Egypt with German equipment, so don’t send too much as Germany won’t be able to push back into Libya without a large investment anyways.
And when you feel it’s time, you can always simply just release your 6 fighters from Egypt to cause problems in Caucasus or get ready for a Moscow assault, or if Germany happens to be in extremely dire straits, then off to defend Germany.
Who says there’s no teamwork for the Axis? :mrgreen: