@puns_and_ships
There are alot of good videos. The “Middle Earth” video on yt lays out some interesting ideas for building a South Africa Shuck + Persia Factory early. However, if you committ to this kind of plan 100% you leave UK vulnerable.
Germany (buy 2 bombers save 6. Attack Russia on G2. You can take UK even in the face of a strong build by killing his navy, and stratbombing him starting on turn 1, however, this allows the USA and Russia to run wild and keeps your money low.)
Russia (buy more tanks than would seem prudent. force germany to stack east poland until its forces are able to get together by projecting threat onto his backfield areas. avoid having allies units enter your zone before your bonus SZ is lost)
Japan (if you committ everything, and build air base, you can destroy India on J3, but this is a low money option. Taking Sri Lanka gives you a floating aircraft carrier. Attacking early gives the alies much more income, attacking later keeps the US waiting. The most flexible strategy is to take the money islands, carefully conquest china, and chip away at russian money as they retreat. Attempting to strike early (JDOW J1) used to be very popular and every unit is pretty much accounted for so thats a pat opener–however, attacking early gives the allies maximum money while japan is still trying to align all its forces and value territories. If you use the diplomacy to the maximum by concentrating only on china and russia that is conservative and safe but Germany is likely to have to face a gigantic threat as the USA player builds up turn after turn waiting for war…
USA Buy 2 CV to start. You will need a BB in the Atlantic to ensure control of key SZ 98. The temptation is to focus entirely on one axis or the other, but that plan allows the other axis to run wild and reach 70+ IPC. Japan is the weaker target, which is easier to overwhelm, but taking his money entirely out is difficult. Germany is a more desirable target to reduce pressure on Russia, but the lack of a clean shuck 3 spaces across the atlantic means that you’ll be stuck on the southern path. Germany has factories close to the front, so killing him piecemeal is impossible. Dont waste your precious landing troops on half-measures–built until turn 8 and then execute your plan (enter med, boggle germany, take norway, rescue leningrad–pick one)
UK build 6 inf 1 fighter first turn on UK. Any less risks a capital take. Attack Taranto with everything that can come–note that both fighters and the bomber from london can reach. If anything survives, form a bastion on malta, or syria. The UK is pretty weak but it has the advantage of being able to build a strong rescue force in the center of the board, which could save russia, prevent egypt from ever falling, and block japan. An early persia factory is nice, an iraq backup factory is even better–however your max income is only 40 so you wont be able to power all that and protect your base. Don’t leave the UK bare of figthers, or stop turtling–Germany can kill russia then use the money to build 10 transports to smash the fortified and isolated units you left in UK)
Italy is more of a liability for germany than a help. The best plan is to pull the armor from africa, add the 2 you start with, build 1 more first turn with a mech, and then have that lance of troops hide among the germans, can opening against blockers, striking where necessary. That’s a 1 shot, though. If italy can get some bonuses and keep part of fleet, that’s good–but once the USA arrives, you have to spend more german resources protecting italy than its worth and its income can be rapidly torn to shreds once control of the med is lost. This also means keeping plenty of italitan units on rome, and alive—the USA can attack you with 20+ units and air, with the ability to follow on with UK forces that will also have a substantial air force and navy by turn UK6
Anzac There are mulitple approaches, but the best one is to build extra carriers with the USA and use those to host ANZAC fighters. Keeping 1 or 2 transports alive, alone with UK units, can lead to a situation where japan has to eat 3 consecutive allied turns of rage and leapfroggoing as the minor allies take advantage of the opening USA makes. Its also easy for Japan to kill this capital and end the game by VC if you are unwary and you can only build 3 units so adding a few units each turn and saving your money to see what happens isnt a bad idea. Japan does have to step far out of position to do this, however.
China try to stay alive. all you can really do is slow japan down, without help. in an unbid game, that isn’t wise.
Among strong players, a bid of 40+ is needed to prevent the barbarossa strategy from kiling russia in 60-80% of games.
Among moderate players, I usually suggest a bid of 12, 16, or 20.
There is also a G42 setup that is more balanced and a faster start.