I agree that in order for the US to make an impact they need to concentrate on one side or the other and not split their resources evenly between the two theaters each round. In other words they need to spend nearly full income on one side for 2-3 maybe 4 turns.
ItIsILeClerc, although I agree with your above scenario, I just wanted to point out that US spending is split about half each side when you look at the bigger picture of multiple rounds (in the first 6 turns anyway). Pac first 2 turns to stabilize the Pac, get Japans attention and have a good starting point for when you refocus. Then going Europe a 2-3 turns so you can make landing that will stick (probably when the German air force is busy in the east), then back to Pac……keep in mind that I’m seeing a lot of J1 attacks so the US income is rampped up from the get go.
On the Pac side you have to build up a defensive fleet to stand up to the Japanese (force him to buy more ships). You need to protect Hawaii/Sidney so you will need more carriers, planes and destroyers (anz can help with that). You will probably have a couple loaded transports to swap money islands, or take back say the Aleutians (pesky Japanese) etc… As time goes on you will need to add offensive units like subs/bmrs (mid game). In many games you set-up a def fleet where you know the Japanese will need to get at some point to force them to go through you (sacrificial lamb). This is good as long as you have a counter attack set-up to finish him off and take back the VC. If nothing else it may stall him.
On the euro side you again have to build a defensive fleet able to take a hit, but you are way behind on ships (unless you use the Panama canal). UK can help with that some, but they have a lot on their plate keeping Egypt/Mid East supplied. Plus UK is also producing a ton of ftrs for Moscow and reinforcing US landings w/RAF. You also need many transports with both nations to make your landings stick (which again you don’t have). It will take more then just a couple turns to build up to make a statement in Europe IMO.
So really I guess that it is more in what the US buys once we get to the 5-6th turn. Both sides will need heavy investment in surface ships in the beginning that will typically stay on that side because they are slower moving. You need units that can jump from one side to the other quickly in later rounds, so in the mid game you should probably buy more air units? Often times I will buy bmrs (like 4-5 in one turn) for W US to get Japans attention, then fly them to London (or Scotland) on the next turn (seems like a lot of map, but they can make it). From London bmrs can help destroy the German fleet, or wipe out some weaker German defended territories next to territories I’m making landings on (Germans generally count heavily on their air so they will have inf/mech in key places (like Paris) to take the hits for the Luftwaffe. If you want to tip the scales of the Moscow battle bmrs in Scotland can make it to Moscow in one turn. It seems costly, but several bmrs change the odds of a close battle by 5-10% so your bmrs taking those first hits are costing him air units in the long run even if it doesn’t stall him.
Your bmrs in London could do some SBR depending on where the Luftwaffe is to make him pay more for the Atlantic def. If your bmrs make it to Moscow (and delay him) you can bomb the German ICs that are pumping out units on Red territories to make those units more costly, they generally wont’ have ftrs on them (well the first time anyway). SBR may not be that great anymore, but it will tie up some of his ftrs.
Any way it’s safe to say I like bmrs, they are cool have great range and yea in some cases over powered LOL