Control of the Center: Just like in chess, the player who has the most attack power covering the middle of the game board has the overall advantage and the best chances to prevail in the endgame.
Broadly speaking the center is that swath of Russian and British starting territory that separates Germany from Japan overland in Eurasia. Most specifically it refers to the territory of Moscow itself, and the pivot territories immediately surrounding Moscow, especially Caucasus, but also West Russia and Kazakh. These last three territories form a little scalene Triangle of Doom around the Russians, if the Axis manage to break one of those corners and stack it, the Allied position can rapidly collapse. But the center also extends beyond Moscow, and the production choke point of Caucasus, to cover all those territories and sea zones that stand in the way of Axis convergence at the middle of the gameboard.
It radiates out from Moscow, and involves territories like India, and Egypt/Trans (Suez), Persia, Karelia/Arch, Novos, Evenki and Ukraine.
This region of the map is a focal point for turn order exploits, many plays that involve grouping teamed units together, to project an increased attack/defense power over the course of multiple turns.
In the long term, all nations are trying to stack heavy ground in this region, in order to first deadzone and then dominate the rich production/income at the center. And long term, it is the attack/defense power of Infantry and Artillery that is the undisputed king. But in the nearer term, during early rounds, players can use the “movement” advantage of air units and armor to try and tilt the balance in one direction or the other. Here air transits and tank drives are used to back up the movement of inf/art stacks and cover them as they push around and work to get into position.
So long as the Allies are able to maintain a wedge between the two Axis powers, their overall economic strength and turn order advantage (3 turns rather than 2), makes Center control relatively straight forward. But as soon as Axis achieve economic parity, and start chiseling away at the key pivot territories and production pockets around Moscow, the balance in the war could easily start to favor Axis. Everyone is trying to get the pendulum to swing their way.
There are two schools of thought here. Once is to push heavy inf and artillery stacks early, then catch up in later rounds with more mobile units. This is the more conservative style of gameplay, that puts a premium on the gaining the late game advantage with larger ground numbers. Usually you’ll be giving up some territory/income early on, in the hopes of recouping it later, during the mid-game rounds, once those ground forces have moved to the front.
Another school of thought, is to use the mobile units first, to strike forward early, and then hold the line. It can be effective as a way to achieve more income early on and to deny the enemy control of a key production location, or a critical choke point. This is the more radical or risky style of gameplay, where you launch to front early with the heavy hitters (expensive, high TUV units, like tanks or air) and then play catch up with your ground stacks. Here the danger is always of overextending yourself too early, and getting caught up in a defensive logistics quagmire. From the German perspective, this where burst ahead in the opening rounds and then dig. Instead of attacking forward against Moscow, your focus is rather to take a Russian factory and then hold it while you wait for the Japanese to arrive and make up the difference on defense power. From the Allied perspective its usually the choice between setting up a fighter/tank wall to cover the center, or actually launching ground forces and marching them towards the center (which requires transports and pushing over several rounds.)
I think there are merits to either approach, and also ways to do them both in tandem, with hybrid buys over several rounds, or with a different role/purchasing focus for each nation on the team. But ultimately the side who controls the center is the side who has “time” on their side. At the beginning of 1942 it is the Axis who have to face down the ticking of the clock, but if they take Moscow that dynamic essentially reverses. Eurasia becomes like a huge island that Axis can cover with an air shield, and since they no longer have the pressure of convergence with Japan, or cracking Moscow, they are free to redirect their cash for other things… like new naval armadas or bomber wings! Basically, its a huge pain for the Allies to recover the center in the endgame once they lose it to the Axis.
Some Allied players will make the calculation that it is more profitable to take a starting Axis capital, even at the expense of losing Moscow, in order to offset the loss, trade capitals and then carry things into the endgame with the Anglo-Americans alone 2v2. That is the “anything goes” sort of deep endgame, which is harder to pin down, since it often turns on narrow climactic battles and fast paced TUV exchanges. This is the Classic KGF or KJF type game from Allies.
There is a third version of Allied victory strategy though. A ready acronym to describe it is escaping me, but basically it involves the Allies just grinding it out at the Center, on the assumption that as long as the Allies this region, and maintain control of London and Moscow, there is virtually no way for Axis to win regardless of how much money they are making. Red Turtle tactics and the like.

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