Reposted here for safekeeping:
My ongoing case for the Russian bomber, as a set-up change.
:-D
In 1942.2 if you’re going to actually purchase an Air unit with the Russians, it should definitely be a fighter rather than a bomber. I think the best time to do this is in the second round. That’s when Russian income will be at its highest for any point during the early game. But I would only do this if your opening attacks went well, and if the German opening counter attacks went rather poorly. If you collect 26-28 ipcs after your opening, that gives you enough for the third fighter, and still have 16-18 ipcs left over for 5-6 ground units. After which point you buy infantry/artillery for the rest of the game, and use your third fighter for optimal trading. But again I would only do that if Russia opens well, and I would only consider the fighter. From a purchasing perspective Russia benefits more from a fighter than a bomber. They don’t really need the reach of a bomber, since all the territories they can reasonably attack are close to home, and the fighter gives you a better attack/defense ratio for the cost. Given how important defense is for Russia its better to buy a unit with att 3 def 4 mov 4 for 10 ipcs, than att 4, def 1 move 6 for 12 ipcs.
This is the reason why I think its better to just give Russia a bomber!
Because I don’t think any serious player would ever buy one. An experienced player can use a starting Russian bomber in many interesting ways, but to suggest that an experienced player would actually purchase a new one is just wishful thinking.
A starting Red Airforce of 2 fighters and 1 bomber is less distorting in my view, than a starting airforce of 3 fighters (because of the way the Russian situation favors defense). An experienced Russian player may purchase a 3rd fighter at some point in the game, but I just don’t see them purchasing a bomber.
Both situations (2 fighters + 1 bomber, or 3 fighters) would be better than the OOB starting Red airforce of ONLY 2 fighters! But the 2 fighters + 1 bomber combo just feels better to me. It accomplishes several things at once, all of which enhance the confidence of the Soviet player. It gives them more opening attack power, the ability to reach farther with those attacks, and the ability to send a defensive pip to critical territories (like Egypt) after an attack. They can also use it for strategic bombing, if the Allies want to pursue such a game. It has flexibility to be used in either theater (either the Eastern Front with Germany, or against Japan in Asia.)
There are also several reasonable options for a starting location for the bomber, Moscow, Karelia, or my personal favorite, Caucasus!
That last gives Russia the most options for their bomber on R1, and it doesn’t currently house an air unit, so that creates a nice 3 way split. Fighter in Karelia, Fighter in Moscow, Bomber in Caucasus.
That would be my ideal, since it has a certain aesthetic appeal as well :-D
Think about it, what other unit could you place for Allies that gives you a dozen round 1 options? None of which are totally distorting or going to break a major TUV swing, but which can still provide a lot of gameplay interest for the Allies?
In the first round, A Russian bomber in Caucasus could, among other things:
Bomb Germany
Bomb Italy
Attack Ukraine
Attack Belo
Attack Baltic States
Attack sz 5
Attack sz 61
Land in Egypt for defense
Land in UK for defense
Land in Szech for defense
Land in Bury for defense
If additional bid units are included beyond the bomber, you might be able to do other things as well.
Such as Attack Manchuria (sub par, but possible with an extra bid, or some additional starting units in the far east.)
And unlike most other units, the bomber is very likely to survive, and play-on in subsequent rounds. So it provides an ongoing benefit.
It can even have a role to play if Moscow is captured, allowing Russia to bomb Berlin or Tokyo during the endgame!
I just think its the best all around option, if you want to make a set up change. I’m not saying it fixes the game, but I think it should be the starting point for the fix, the unit change around which you build the rest of the set up.
Thoughts?