@AndreasI:
Just some thoughts from someone who hasn’t really done the math nor played enough rounds to actually see this tactic through.
Can US really be at war, at their own initiative, with Germany on turn 3 (Combat/Movement phase?) so they can actually move to Gibraltar at all? Or are there any second edition additional rules that I have missed?
And then on down to the tactics on getting a strong fleet supporting units into Normandy or other mainland european regions:
Am I correct in assuming that Germany loosing it’s entire bomber force against, let’s say, a strong naval presence from US/UK equals a lost game for Germany? I am aware that Japan can still grow to be a monster and win the game for the axis anyhow but let’s keep focus on europe for now. Creating a fleet according to Nippon-kokus suggestion (or similar) would create a situation that requires Germany to respond with their bombers. Once there is a strong static fleet that Germany can’t attack without risking it’s entire air force it’s quite easy for the allies to maintain that ratio of units so that it stays safe. And what happens then? The US can land units basically every turn once the shuttle is running. 8 or 10 units are not frightening, I admit. Easily countered by Germany but the way I see it is that Germany from then on are forced to use their bombers plus land units each turn against a landing force. Using german bombers on that front every turn makes them unusable against the russians. I can certainly see where there could be a bit of trouble breaking through russian lines.
The way I see it, if the US can do this, why would Dark Skies really matter? Would buying 20 Infantry and 10 Tanks be any different? Germany still couldn’t kill the Allied fleet, would still have to divert forces from Russia, would still face the Allies landing every turn…
…and on top of it, It’d be harder for Germany to counter attack.
Seems like Dark Skies is still an optimal strategy against a US invasion.