What Germany has the options of doing also largely depend on what, if any, preplaced bid was allowed.
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German buys:
12 infantry, 1 artillery
1 aircraft carrier, 8 infantry
1 aircraft carrier, 3 infantry, 3 tanks
8 tanks
5 infantry 5 tanks
10 infantry 1 fighter
5 infantry 1 tank 2 fighters
4 fighters
2 tech dice (Rockets) 10 infantry
2 transports, 8 infantry
2 transports, 3 infantry, 3 tanks
3 transports, 2 infantry, 2 tanks
3 transports, 4 infantry, 1 artillery
8 tech dice (Long Range Aircraft, but this for Out Of the Box German Sea Lion only)
The 12 infantry / 1 artillery bid has the Germans pressing east, with not a lot of pressure on G2 (because of the poor mobility of the G1 placed infantry and artillery), but with added pressure G3 onwards, with constant infantry/artillery reinforcements backed up by Germany’s existing tank arsenal, plus some round four or five (or whenever, really) all-tank buys to press in on Moscow. This plan requires careful coordination with Japan, so neither Germany nor Japan overextend themselves early (if Germany pushes rapidly into Russia, the Russians can attack then retreat in time to defend against Japan; if Germany and Japan press on Russia in a coordinated attack, Russia cannot respond against both pressures simultaneously). Germany may choose to build Southern Europe transports around round four or five (or whenever, really) to help put pressure on Africa and/or Ukraine/Caucasus.
Aircraft carrier/8 infantry.
This approach attempts to stall the Allies out in the Pacific; a German carrier placed in the Baltic probably prevents the Axis from attacking the German Baltic fleet for quite some time, while Germany marches towards Moscow. Again, because of poor mobility of G1 placed units, Russia can get an early lead, but Russia has to run when the G1 produced infantry come to the front. The carrier is also useful for giving aircraft additional range, either for hunting Allied ships in the Atlantic, or for invading London.
Aircraft carrier/3 infantry/3 artillery.
Stalls the Allies out in the Pacific, while putting pressure on Russia early. Germany will find it difficult to maintain the attack with so few infantry reinforcements produced on G1 (just trading Belorussia, Ukraine, and Karelia with USSR uses 6 infantry each turn)
8 tanks.
Probably best used only after a very reckless or unlucky Russian first turn. Germany tries to quickly exploit the Russian casualties.
5 infantry 5 tanks. Sort of like 12 infantry 1 artillery, but with a more aggressive approach.
10 infantry 1 fighter. For when Germany anticipates a long drawn out battle in the Atlantic; the early German fighter lets Germany have an easier time trading territories with Russia, while also providing additional defense against Allied Atlantic navy.
5 infantry 1 tank 2 fighters. For when Germany anticipates trading a lot of territories with Russia and a lot of action in the Atlantic.
4 fighters. For German domination of the Atlantic.
2 tech dice (Rockets) 10 infantry. For a protracted game, particularly one in which it looks like the Allies will attempt an Indian industrial complex.
2 transports, 8 infantry. Transports placed in Baltic to act as added protection for the Baltic fleet. The transports also threaten London (along with German air.
2 transports, 3 infantry, 3 tanks. Much like the previous
3 transports, 2 infantry, 2 tanks. Also much like the previous.
3 transports, 4 infantry, 1 artillery. Yet again, much like the previous,
8 tech dice (Long Range Aircraft, but this for Out Of the Box German Sea Lion only)
If tech goes into effect immediately, Germany can attempt to win with fighters and bombers from around Europe, and the Baltic transport for immediate capture of London before the UK turn. Usually, this leaves the German air force very weakened, and Germany has a hard time maintaining control of London.