Rockets can do heavy cash damage and even “safe Moscow” in some games!
Germany has 2 initial ICs (GER & SEU), Japan normally builds a new one in IND (in this game also one in SIN was built).
Immagine Russia has an average to strong russian army and an average UK-army protecting only Moscow, but it is cut off from further allied supply as Germany firmly holds LEN and Japan is in CAU so that neither the US-Army in Egypt, nor much more UK-troops can advance (besides some trades of NOR and ARC and amph. assaults on all countries around the Mediterranean). With US-rockets on 5 ICs (aa-guns placed in GBR, ALG, LIB, EGY & MOS) and a allied navy in the Med, this really helps to slow down the axis and I even plan to devellop rockets for UK! If you have 4 or more potenial targets, it
s imho definitely worth going for it! Average demage is twice 3,5$ (SEU, GER), once 3$ (CAU) and once 2,5$ (IND). Thats a demage of 12,5$ per round with an US-investment of about 43$ (“average cost” of 33$ with two dice per round for gaining the tech and 10$ for two additional aa`s). And it this strategic situation there is nohing better to do for USA. Game is a toss-up and will certainly take very long!
SuperSubs are great if USA only invests in a Pacific battle and can be used as a strategy!
HB & ComB are imho a little too week in LHTR and are used very rarely.
Jets are only good for tactical use, i.e. if you have to increase your fgt-defence immediately from 4 to 5 as you expect an attact on a key territory! As a (long-term) strategy they are almost useless (e.g. immunity against aa`s is fine, but buying another fgt for 10$ to compensate an aa-theat is much cheaper)!
LRA may be “nice to have” is some situaitions (both strategic and tactical), but as you can only use it next round, they are never a “game-breaker”