@Stalingradski:
Thoughts on Russia - deviating somewhat from the all Armor build (but liking the aggressiveness!) - against a solid Axis player, you know one of two outcomes is coming for Mother Russia:
- Stand and die, forcing Germany to use up a great deal of expensive material.
- Move off Moscow, forcing Germany to chase you until you can join with other allies and make a stand.
Either way the capital will fall, so if you know it, why not plan for it? I like the idea of a modified version - more Artillery and Infantry, but still making mobile purchases for the long game - some Mech and some Armor. Perhaps ending around 12 and 12?
You can still have a stack of 50 + mixed units (infantry/artillery/AA) to fall back to the middle east, while a joyous band of roving Mech, Armor, and Air power roam the countryside, attacking much smaller groups of Japanese units in China for example, or making their way to reinforce/retake India, whatever.
I’ve done it in a few games - much more fun for Russia. I’m not saying it means victory, just way more fun and flexibility - a wild card to be used opportunistically :evil:
If your plan is a mobile evacuation, it doesn’t really make sense to purchase ART unless you intend to smash it against the German stack WITH the ARM.
If anything, you may be better served purchasing 3 ARM for every MEC so that you can race around in Asia like you suggest.
Japan sure would be pissed with 20+ ARM and 10 MEC roving around in China turning all Japan’s gains on its head in a matter of two or three rounds while enabling the Chinese to reinforce you.
Of course, the Germans can simply DOW on China and chase you around themselves which may end up being the equivalent of losing 2/3 to 3/4 of its units trying to take a fully defending Moscow anyways.
But, you’re right. At least it keeps things interesting for the Russians. Unless, of course, you are content buying max INF and drinking a ton of beer waiting to roll a whole bunch of dice in a few hours.