Anniversary 1941 is my favourite edition of the game but its always been an uphill battle for the allies. I have been trying various approaches and looking for how to improve upon the Allied position.
The following is based upon using the rules out of the box. NOs are on. Tech and Strategic bombing on but is rarely used. I prefer a more direct approach.
Russia’s job is to conduct a CAT and MOUSE game with the Germans. They are happy to trade territories but are always looking to either launch a surprise attack to take out German Tanks and Planes and also retake lost territories. They are also happy to trade space for time vs the Japanese. If the Allies do their jobs help should Arrive by about turn 4-5 allowing the Russians some breathing space and can build more aggressively and start looking east.
UK is the most important member of the allies.
They have a lot of critical jobs to do each turn.
Consolidate their navy and remove German navy in Atlantic and Baltic. This should be done by turn 2 at the latest meaning you have 2 transports and whatever fleet survived or you have built (AC+DD+CA+2 FTRS). You have to match the Germans in terms of combatting Luftwaffe until the Americans arrive.
With luck these 2 can be taken on turn 2. Depending on different situations Norway could be left to Americans as the Americans have very few factory locations.
Rather trying to hold ground the British should embark on commando raids. Air power and cruisers accompany small invasion forces. The goal (for turns 2-5) is
A) to cause maximum damage and disruption to German reinforcements to Eastern front.
B) cause them to build ground units not airforce
c) Cause them to attack westwards not eastwards.
Recall India and Australia fleets.
These 4 ships (if they survive) can make it back to UK and join the rest of the fleet.
This allows UK to go from dropping 4 units to 8 per turn. At this point the natural position for the fleet seems to be in the Baltic and thus dropping 8 guys per turn in Karelia/ Baltic States or Poland. This should coordinate with a Russian advance to reinforce allong with US landings in France or Italy.
South Africa Factory.
If Germany or Japan has a crappy start alternative but riskier locations are India or Egypt.
Basically cranks out 2 tanks per turn which go wherever needed. Later in the game can switch to aircraft. These tanks should join up with survivors from Egypt or India and start to push axis back in the North Africa to India area.
At some stage UK or US needs to knock out Italy’s fleet.
USA is a difficult country to play because they are so far from the fighting. US play therefore needs to be patient.
Basically a small investment in the Atlantic side can reap big rewards. Build 1 transport per turn and a few escorts (prob 1 AC, 1 DD or CA). Their first job it to tale back Gibraltar then morocco/Algeria and possibly reinforce Egypt.
Then by about turn 4 they should create a shuttle service from Canada to UK and from UK to France.
In the Pacific there are 2 alternative paths.
A mixed fleet of AC/DD/SUB seems to work best as it is versatile and good on the attack and defence. Bombers are also useful if forward bases can be secured.
Strategy 1 involves retaking the South pacific including Australia/ Solomon Islands then on to the money islands.
If the Japs are going heavy South or have even moved the bulk of their fleet to India a surprise landing in siberia and naval blockade of Japan with Subs can net surprising results.