I’ve never played where you can keep cash from the bid.
it sounds like from some of the comments here that people who are more experienced interpret the bid very liberally (can buy anything including bases and factories, place it anywhere without limit, and can keep cash), so unless they are limited by agreement, as I keep saying; they are exploiting those limits to expand what bidding can do.
It seems more sensible to place some limits on it, not because they are absolutely needed (I don’t suspect it will break the game somehow), but because an “X” bid should have some uniform application in order to judge what bid is adequate or average. Being able to place 12 infantry on an empty square is completely different than being able to place 36 worth of varied units over a wider area.
“With the extra sub, Italy rarely scrambles and has trouble defeating the UK navy until the German turn. That allows you to convoy raid for a turn, break an Italian bonus, and force the Germans to lose a couple planes to sink the UK Med fleet”
Unless Italy sees that the Germans suffered very few casualties from their opener (and therefore want to take some crazay risks), they should probably never risk their airforce either in that scramble or risk losing the whole thing on any early attack either. It sounds awesome that you will be convoying Italy but the fact is that the subs will either be lost as casualties, or killed on the first Italian counterattack because at that point they still have 1 DD, unless you have multiple subs to replace the ones being lost, or spread them out (since you don’t start with any, this is hard to do).
That Italian air force is such a powerful can-opener that losing it isn’t really an option. Someone pointed out that a standard Italian Xped force can kill 10+ lesser units and “open the door” with its airforce. The Italian bomber often picks off lone infantry blocking the backfield at a critical time.