It sounds good because it sounds different. ANZAC has no combined arms, just men and fighters. The parts of the world described only sound safe in a vacuum. The real layout is an unnerfed Italy will massacre the near and middle east. If Italy gets clipped, its because the UK is using its bid to confine them. Its certainly not because of anything ANZAC is doing; it gets 3 infantry to work with.
ANZAC, even under the abs best circumstances (G41; 20 income every turn, no ships lost, totally ignored by japan) still cannot bring together an independent, mobile force either by sea or by land that makes Japan hesitate. The UK and ANZAC units that can make it into china seem pretty useful, but because they go (turn order) after the other units, its rare that they can take over any territory that some other power cannot. UK and ANZAC pieces are running after the Chinese, not ahead of them, so their role is defensive. ANZAC doesn’t get anything but 1 move men that go last.
If Japan decides to challenge you in Asia, no amount of UK or ANZAC ground power will change that
If they decide not to challenge you, then no amount or composition of UK or ANZAC stuff hastens the fall of mainland asia very much because you lack suff. tanks/mechs
It sounds awesome to lay out all sorts of “if everything goes right” plans that begin to develop around turn 4-5 but the reality of the game is that if you are waiting that long as the Allies to blow your wad (or exploit your bid), you’ve waited too long and now the Axis are unstoppable. There are several much clearer strategies that exploit ANZAC and neutral-taking starting on Z1.
There are some games where I get stuck playing the minor powers (and Russia or the US) where I have all sorts of flights of fantasy about what I can accomplish with 11IPCs in income and the answer always turns out that I can have 1 Cruiser, 1 Destroyer and a couple of transports hiding for 4 turns that may be able to sulk around the edges of the Japanese empire and then only if their ambitions are focused elsewhere and my allies plans coincide with mine. Without at least 1 carrier and 1 battleship you don’t have a grand fleet and you don’t have power projection (it would still take 4-5 turns to muster 1 such fleet and at the edge of the gameboard).
There are some game-changing things you can do with ANZAC but as far as I have seen they all rely on 1) putting your fighters wherever it deters Japanese ambitions 2) mopping up/hanging about at the edges/hiding under the real Allies.
about the best thing that could happen to ANZAC is that YG or I find a way to assign its income to some other region/power in our house games