Well if you purchase enough aircraft, tanks aren’t really necessary, since your mobility will be in the Air, you can get the job done with just the infantry/artillery combo.
What do you do? The short answer is, after 6 rounds, you try to level Moscow! The whole objective under such a scheme is to wheel your ground forces towards the east and then position yourself for a solid hit on Moscow. Unlike tanks, bombers can conveniently reach all the way from Germany, Italy, Northwestern, or France etc and still hit Moscow in one move, provided they have a landing spot. So often, what players will do, is to exploit the mobility advantage by transitioning their aircraft between West and East as needed, until the final battle for Moscow arrives.
The point I was trying to make on the previous page is that, unlike a massive ground wall purchase, the bombers can take the Russian capital and then rapidly fly back to the West the following round, allowing you to use the Russian purse for a ground spam in the endgame, instead of the other way around, where you use the captured Russian purse to rapidly purchase aircraft for the endgame. Without a proper Air armada during the deep endgame (post Moscow collapse) it can be very hard to hold the Western Allies in check, as their fleets can then bounce around with impunity, and their amphibious invasions can really start to put a dent in your defenses. By concentrating on Air power earlier and consistently over time, you force their fleets to consolidate, and its much easier for Germany to eject them from the continent if they do start to make landings.
I would not say that this kind of mass Air strategy is 100% by any means (I don’t think such a thing exists in 1942.2, as the German game is just too idiosyncratic for one full proof strategy.) Its more a matter of taste, and playstyle preference, which is why I am always reluctant to tell someone just do “X Y and Z and that’s that.” Instead I like to lay out the options and offer potential alternatives, because alternatives can be useful to have in the arsenal. The 1 bomber per round idea was suggested mainly as a counterpoint to the mass infantry/artillery “hurry up” from round 1 model.
In the “Hurry up” game, you buy your Bombers on the back end. First its the infantry push mechanic exclusively, and you only expand the Luftwaffe once you have enough ground in place for the final drive on Moscow. In that sort of game the bombers come after everything else, and they catch up at the last minute to deliver the extra hitpoints and attack power you need to crack the Russian capital. The challenge with that model, is that it is often a lot harder to trade territories and TUV with the Russians profitably during the interim.
The “Dark Skies” approach by contrast, is where you build the Bombers first, as part of a mass purchase at the outset, to gain overwhelming air superiority and an insurmountable coastal defense advantage (ie. making it basically impossible for the Western Allies to build a fleet that can challenge you in Europe.) In Dark Skies the whole idea is to place your bombers early, so you can always trade territories and TUV at advantage, right from the outset. Versions of this playstyle have been around ever since AA50 came out, when the cost of the bomber unit was first reduced from 15 to 12 ipcs and transports were first made defenseless. Things which greatly increased the combat effectiveness and overall purchase value of the bomber unit.
The “1 Bomber Per” approach, is somewhere in between these. It will never deliver the kind of early advantage that a mass bomber purchase on G1/G2 might, but you also don’t have to wait to start wheeling east with your ground forces.
This is a style of German gameplay that can be hard to explain in the abstract, and you almost have to see it in operation to appreciate how much it screws with the Allies haha. The observant A&A player would likely say “Hey wait a minute! I remember what you said back on page 1 of your General 1942.2 strategy thread, about how 4 infantry are always better on attack than a single bomber, and how hitpoints are the most important thing you can buy with IPCs!… So why would I buy 6 bombers/60 hitpoints over the course of 6 rounds, when I could have like a 100 hitpoints and equivalent attack power if I just buy all infantry?”
The answer has everything to do with mobility. If you buy all ground all day, it becomes harder and harder to wage a two front war with G (East and West at the same time), because you cannot transition your attack/defense power around quickly enough to be effective in both regions. It becomes easier for your enemy to read what you’re doing and plan counters in advance, and harder for you to get all crazy and surprise them with a sudden and dramatic re-positioning of your forces. The bombers allow you to pull tricks out of your hat, even on defense, where extra hitpoints added to a large stack can be all the difference you need. It’s just something to bear in mind. I gave a fairly ringing endorsement of Veal’s first idea to just punch it home with Artillery walls in the first few rounds, until all your forces can converge on Moscow at the same time (e.g. buy bombers last). I play it that way too, and quite often, but there are other approaches that can work as well, and strategies that call for buying bombers earlier and consistently can be highly effective as well. Knowing this can come in handy, especially if you wind up playing the same opponent often, since you don’t want your approach to be too predictable or you gameplay to get too stale.
There is probably a counter to every great German opening in A&A, provided the opponent knows how to read you like a book and predict what you’re going to do in advance, so it’s always nice to keep some hidden aces up your sleeve, and mix things up from time to time. Germany has a lot more flexibility to play this way than the Allies do