I played a very slow game, by myself, replaying each turn by myself to prevent a successful Operation SeaLion and could not do it. Germany builds a carrier, destroyer, sub round 1. It can take out the battleship, destroyer in the englsih channel, the crusiers by norway, and the transport, destroyer by canda.
G1 England can build all land units, or I also tried a carrier for the plane from Scotland and Gibraltar. You can have all 5 planes defend the navy that way. I then built all land units with the rest of the UK money for turns 1 and 2.
Germany’s navy and air force still won against Britains and I was left with a tilted carrier, battleship and two tac’s and a bomber. I calculated you only needed to build 7 transports this way on turn 2 and hit the UK with all its planes, 8 transports, and a couple bombards and it fell to Germany with about 5 tanks in England.
I move the Italian navy into the Atlantic on turn two. This prevents the US from building all transports on turn 2 and makes them build naval warships. Thus, the US cannot liberate the UK turn 3 becuase of the naval restrictions and strong navies of the two axis powers. Then Germany gets to build 10 people per turn in England. It took me until turn 6 to liberate hte UK because of this and I played as efficienty as possible. And this was with spending NO MONEY in the Pacific.
Anyone who thinks that Sealion leaves Germany weak forgets that Germany gets a turn at 96 after the elimination of the UK. At least that’s what i twas for me. That’s everything the USSR built the first 3 turns, but Italy and Japan are going to deal the deathblows to the USSR while Germany handles the US and UK.
Since the Japanese player would no SeaLion cannot be stopped, I attacked the USSR turn 1 with Japan and flooded tanks in the back door. I didn’t attack the US until turn 3 because I knew that the US was coming in then. Japan gets so beast it’s ridiculous. Italy gets all of it’s bonuses and it’s up to 36 turn 2, and into the 40s and climbing afterward.