Giddy makes some excellent suggestions. Many of the ideas mentioned have worked out splendidly for me when playing the United States.
It is really impossible to consider the U.S. strategy without considering the Allies strategy. That is to say the only good U.S. strategy is one that fits within the framework of the overall Allied strategy.
The most commonly successful of these strategies usually includes sacking Berlin before the Axis can sack Moscow (commonly known as KGF or Kill Germany First). This is probably the easiest path to victory for the Allies and imho should be mastered first before considering execution of the other common path known as Kill Japan First.
If this is the Allies strategy then certainly many of Giddy’s statements apply to a good U.S. Strategy. The key is to know how & when to play each of these strategies according to how your German opponent is playing.
U.K/U.S. 1-2 punch! The turn order allows the U.K to attack Germany followed by a U.S. attack on the same turn (and the possibility of a Soviet Union attack at the beginning of the next turn) all before poor Germany can counter-attack or reinforce. The allies should use this to their advantage as often as possible. A lost battle for the U.K. just may whittle Germany down enough for the U.S. to knock them out.
Amphibious Assaults (Early & Often) - Your German opponent should show signs of frustration every time you land more troops in the European theater.
*Sea Zone 1 makes an excellent naval staging area. You have a triple strike option from that sea zone (Norway, Western Europe, or Algeria). Strike where Germany is weakest or perhaps least expects. Force Germany to play your game and not play his own. Any pressure on Germany is relief for Soviet Union. If Soviet’s don’t have to worry about Germany they can start to stack units and shift them East to prepare for Japan’s march.
I usually prefer to strike Norway on turn 2 (especially if he moved the fighter out on his 1st or 2nd turn). Germany may be gaining IPC’s in Africa, but I’m taking them back just as fast in Europe. By turn 3 or 4 Fortress Europe can feel like a tiger cage to Germany and they will retreat their forces out of Africa and condense near the center.
In addition, should fortunes change and Japan is pressing Moscow early it is easy for U.S. &/or U.K. to reinforce Moscow when Norway is held. This squeezes Germany south and allows the allies free movement over Scandinavia straight to Russia.
*Bring all Fighters to England. i even vacate my fighters in the Pacific and bring them here so I have 4 without buying any. They can be used in combination with amphibious assaults or in sea battles. England acts a bit like it’s own Carrier in this sense. (I also bring my Bomber for the same purpose).
It is best to keep all Fighters (& particularly Bombers) on the territory of England until you are certain your foothold on the European continent is strong. Only when you are certain Germany cannot attack & win should you move your precious air units to the European mainland.
*Shift your Pacific navy to the Atlantic. This is done by many of the best players. In addition if I play United Kingdom I vacate the Indian Ocean around the Horn of Africa and meet up with the U.S. Pacific fleet (except I use my destroyer to take out Japans transport on turn 1). I also move the Australian navy East and they join the U.S. Pacific navy at the same time. In fact I usually take 2 infantry from Australia and use them to harass the African coast which Germany has probably left empty.
I have lost my entire Atlantic navy to German heavy bombers only to have my combined U.K/U.S. navy show up from the Pacific & Indian Oceans combined with new purchases and without missing a step continued the onslaught of Amphibious Assaults on Germany’s Europe.
*Purchase - I like to purchase as many transports as I can & as many infantry that will fit aboard to ship each & every turn. You begin the game with 2 infantry, 1 artillery, 1 tank & 2 transports so I like to move transports to sea zone 1 & ground units to Easter Canada. Then I’m poised to strike on turn 2. My 1st purchase is 3 transports and 6 infantry so on turn 3 I’m landing those.
I keep purchasing the same mostly and keep slamming them into Germany in 1 of 3 places. Once I’ve established control over a landing zone territory in Europe (meaning I don’t think Germany could or would attack it) then I consider other purchases. This game is a race and Allies must sack Berlin before Moscow falls.
U.K. purchases should be similar so that your placing fat stacks of infantry (supported by artillery & tanks when possible) on the European mainland.
*Sea Zone 5 - at some point (use good judgment on when) you should look to eliminate the German navy on sea zone 5. You may do this with a combined U.K./U.S. assault on the same turn before Germany can counter or reinforce. This will open a path to an Amphibious Assault on both Germany & Eastern Europe. In addition any troops already in a neighboring territory to either of these may join the attack. This should make Germany VERY nervous.
If the allies have made smart purchases & coordinated their play together either U.K or U.S should be in position to strike and take Germany including Berlin (maybe it will require a same turn combined strike). Once Berlin has fallen if the allies can keep it for 1 turn then the outcome of the game should become fairly academic at this point. You can begin sending your combined forces to the Eastern front into Asia and the U.S. can even focus on naval production in the Pacific once again. It may take 8 or 10 more turns depending on the Allies efficiency, but the Axis will be doomed.
Playing the U.S. is fun for me. It requires patience as I only make non-combat moves on turn 1, but by turn 4 it’s fun to smile & laugh with the U.K. while the German player studies the board & sweats.
I find Ozteas playable w/o a bid. '39 hasn’t been playtested as much. Japan usually steamrolls china so you may want to give a few guys to China. It doesn’t rally take any longer as the first few turns go pretty fast. You should read the game notes if you haven’t played it.
Rockets: Your air bases can now launch rockets. During the Strategic and Tactical Bombing
Raid step of your Conduct Combat phase each turn, each of your operative air bases can make
a single rocket attack against an enemy industrial complex, air base, or naval base within 4
spaces of it. This attack does one die roll of damage to that facility. Rockets may not be fired
over neutral territories.
Improved Mechanized Infantry: Each of your mechanized infantry units that are paired up
with a tank or artillery now has an attack value of 2. Also, your mechanized infantry may now
blitz without being paired with a tank.
Improved Shipyards: Change the IPC cost of cruisers to ‘9’.
Here’s my thought. If Vichy territory is taken by Axis. All others Vichy must become Free French.
If vichy territory is taken by free french and/or UK. This territory is liberated and this is not a act of war againts Vichy.
But if Vichy (southern France) is taken by Axis, all others Vichy territories should become Free French.
(Same rules if Allies attack Vichy).
Part of the problem is my playgroup likes to split it up european allies and pacific allies. You figure out how to split the US money and then go from there. And the pac/euro boards are the dividing line for units. You could request a couple units be moved from one theater to another, but it makes coordinating the ‘global’ game a pain in the butt for the allies. So I usually stick to the axis when I can or find someone who’s willing to split it up by country vs theater.