@Quidam:
1. Do you think the AA gun is sucks in the game? No attack value, no combat move, only attack aircraft unit at the first round, and have to roll 1 to hit (although it make three shot), but cost 5 IPC!! Is there any modifier about the AA gun?
I don’t think it sucks, but I have never found myself in a position to buy more. Remember, the factories and bases now have strategic AAA incorporated into them, so these AAA are for tactical purposes only (in war terms, not to be confused with strategic and tactical bombers). Plus, in a battle you’ll likely lose, they make great first round fodder.
@Quidam:
2. Are there any strategy value for the airport on Iceland?
Here are a couple wikipedia articles:
http://en.wikipedia.org/wiki/Iceland_during_World_War_II
http://en.wikipedia.org/wiki/Iceland_Base_Command
Without long rang aircraft tech, American fighters can’t reach England in one turn. Iceland serves as a possible way-point, especially if the Allies are having difficulty regaining control of the Northest Atlantic.
Incidentally, I think I figured out why pre-war US is allowed to venture warships into SZ 102 for “patrols”: fighters on an acft carrier there can attack Gibraltar or Morocco on Turn 4.
@Quidam:
3. How to make the Allies defend well when facing Axis power, i saw some Axis Strategy can rush Soviet or England at the second round, it means the Axis have most adventage that the allies?
For USSR, I usually buy tanks and mech infantry pre-war. If UK is sure to move westward from India during the non-combat phase, annexing all pro-Allied neutrals, then USSR can attack Iraq on Turn 4. This is important, as it gains 5 IPCs (2 + 3 Nat’l Obj). Same with Finland, and Norway is even more since takes away 5 Nat’l Obj from Germany. But by the time you can accomplish that, Germany can be a serious threat. As long as I have the frontal factories, I buy 3 artillery at each every turn and as many mech infantry as possible. Once your income surpasses your placement capacity (if you can take Iraq and Finland/Norway), replace mech infantry with tanks until you reach the optimized cost/placement balance. At all times leave one infantry in every territory no matter what, to at least slow Germany down. Watch out for Italy taking an easy territory so that Germany can blitz through next turn.
For UK, I usually buy a combination of 3 mech inf and tanks in South Africa every turn. Round 1 is often 3 mech infantry and 2 destroyers for the remnant Atlantic Fleet I reposition to SZ 109. Consider moving a destroyer to 112 during your non-combat moves to block the German fleet if you think they may try Sealion.