All right, one more thorough explanation then ;-). If you don’t want to waste units you have to calculate and that can be difficult and time consuming.
There are many roads that lead to Rome, but I can give you 1 strategy out of many possibilities for each MP. As an example. Not necessarily my favorite, but what I consider a good basic from where you should easily be able to make adjustments should the need arise. Otherwise there are just too many _if_s and _but_s to cover… you get the picture.
So the following builds are assuming a fictional game that flows roughly like I am used to see.
Germany (strategy = crush Moscow):
GE1 (30 IPCs)-> slow, 7ART+ save 2 IPCs (to allow surprise 10TRS GE2 vs. the UK). The slow units have enough time to reach the eastern front.
GE2 (70 IPCs)-> fast, 9ARM + 4MECH. They go to attack Russia as well (GE3).
GE3 (51 IPCs)-> fast, 5ARM + 5MECH, save 1 IPC. They can catch up with the advancing army in Russia.
GE4 (50 IPCs)-> fast, 5ARM + 5MECH. In West Germany if the USA has shown up already. They go to Moscow anyway unless the USA wants to exchange units and attacks. If the USA is nowhere near, you can build ARM, FTR, TAC in Leningrad/Ukraine, for a GE6 attack-gambit on Moscow.
GE5 (60 IPCs)-> From this turn and on, builds depend too much on the situation. The aim is to either continue to throw 10 fast units per turn into Stalin’s face (placing them in West Germany as Insurance against the USA if needed), OR to proceed with the ‘gambit’ (if the USA ignores you too much) and build 5 STR that can also attack Moscow GE6/GE7.
Russia (strategy = react to Germany, IPCs = assuming Russia takes Iraq RU3):
RU1 (37 IPCs)-> 7INF + 4ART. Seeing what the Germans have built GE1, it is safe to assume Barbarossa will be launched…
RU2 (37 IPCs)-> 7INF + 4ART. Same comment as above.
RU3 (37 IPCs)-> 12INF, save 1.
RU4 (45 IPCs)-> 10INF + 2MECH + 1ARM, save 1.
RU5 (40 IPCs)-> 6INF + 1ART + 3ARM.
RU6 (?? IPCs)-> From this turn and on, stack Moscow with as much units as you can possibly get in there. INF. Add some ART only if the Siberian Hunters (those 18 INF you have in the far east) arrive.
Japan (strategy = build up economically, reacting defensively to the USA first 6 turns -assuming the USA does not go KJF!):
JA1 (26 IPCs)-> 2TRS + 1 IC (Shanghai).
JA2 (40 IPCs)-> 2TRS + 3MECH + 1 IC (Shantung), save 2.
JA3 (47 IPCs)-> 2TRS + 4MECH + 2ARM, save 5.
JA4 (58 IPCs)-> 4MECH + 2ARM + 2IC (FIC/Hong Kong/Manchuria, depending on your strategy), save 6.
JA5 (76 IPCs)-> 8MECH + 4ARM + 2TRS +2INF.
JA6 (~80 IPCs)-> 12MECH + 2TRS + 2INF + 2ART, save 4.
Further builds depend too much on the situation. Whatever you (must) do, try to keep producing at least 12MECH per turn With Asian ICs. With the left over IPCs, if you must defend against the USA, build fleet defenses. If not, build offensively against either Hawai/Sydney or (even more focussed) ME/Africa.
USA (strategy = Stop -not kill- Germany First, if Japan’s actions allow it, otherwise KJF.):
US1 (52)-> Europe: CV + DD + FTR + 2TRS, save 4.
US2 (56)-> Europe: CV + 2FTR + 2TRS + 2INF.
US3 (52)-> Europe: 2TRS + 2INF + ART, Pacific: 28IPCs in the Pacific.
US4 (72)-> Europe: 2TRS + 2INF + 2ART + 2STR, Pacific: 30IPCs in the Pacific.
US5 (75)-> Europe: 2TRS + 2INF + 2ART + 2STR, Pacific: 33IPCs in the Pacific.
US6 (75)-> Europe: 2TRS + 2INF + 2ART + 2STR, Pacific: 17IPCs in the Pacific.
US7 (??)-> Depends heavily on the situation… Spend 17IPCs + Japan’s budget in the Pacific minus ANZAC’s investments. ANZAC should be able to spend on the ‘combined fleet’ by now, relieving the USA of some of the pressure. By turn 7 (ish), even the attack strength of the combined fleet should be sufficient to keep Japan from over-extending (attacking Hawai/Sydney).
Example: say Japan has spent 32 IPCs on warships J7. The USA, expecting the ANZAC to contribute 12 IPCs this turn, spends 32-12+17=37 IPCs on warships/air in the Pacific. The rest of its IPCs goes into Europe.
China (finally, an easy one…):
INF, INF and once again, INF. Except if the Japs do not close the Burma Road. Then build some ART as well.
UK London (Strategy = react to the Germans and Italians. Stay alive and once that is secure, counterattack):
UK1 (28)-> 1STR + 1TAC, save 5. Germany built for barbarossa. With at least 3FTR, 1TAC, 2STR, UK is armed to strike a surprise German invasion fleet.
UK2 (40)-> 1CV (Canada), 2FTR + 1MECH (South Africa).
UK3 (29)-> 2MECH + 1TAC (South Africa) + 1FTR (London).
UK4 (28)-> 2TRS + 1FTR (where you want/need them), save 4
UK5 (34)-> 1STR + 2FTR, save 2.
UK6 (39)-> 1STR + 2FTR + TRS.
UK7 (??)-> 1STR + ?TRS + ?INF/ART. From this point on, be prepared to flood units into Western Europe.
UK Calcutta (Strategy = hold on to India as long as possible, send units into ME->Africa and retreat into ME before Japan will attack):
UK1 (17)-> 3INF + 2MECH.
UK2 (21)-> 1INF + 2MECH + 1FTR.
UK3 (25)-> 2INF + 2MECH + TAC.
UK4 (14)-> 2INF + 2MECH.
UK5 (6)-> 2INF… Stay in Calcutta for as long as you can withstand a Japanese attack and keep building 1 or 2 INF/turn.
Italy (Strategy = help defend Western Europe so Germany can -hopefully- remain focussed on Russia for longer):
Italy can very effectively be used as can openers in Russia, but if Russia defends well, this is pointless (i.e. Russia leaves no cans to be opened). If Germany goes Barbarossa to the fullest extend, Italy will never win in Africa/ME and is itself in grave danger once the USA enters Gibraltar/Spain, therefore I often choose to defend as much as possible in Western Europe with Italy…
IT1 t/m 6: MECH + ARM and twice as many INF + ART. Build an Army worthy of Mord… mainland Europe.
ANZAC (strategy = create a fortress Sydney to demotivate Japan from ever trying to get in and then contribute to the combined allied fleet in the Pacific):
AN1 t/m 6 -> 15INF + 3FTR.
AN7 and on -> build FTR + SUB + DD. Contribute to the combined fleet (FTR are perfect scramblers from an AB and can even land on US’ CVs if need be).