1. In face to face games, I find my dice roll better when I shake them vigorously and apply some muscle and flick when I roll them out, and the faster I make those rolls consecutively, the better they seem to be. :) Oh and it helps if you REALLY believe you are putting Reds in the dirt everytime you score a hit on the eastern front.
2. Also, it’s a good idea to think about and plan your purchases in advance, but make sure you don’t leave them IN PLAIN VIEW during face to face games. Infact, feel free to setup a purchase (Like a G2 sea lion purchase) that LOOK like your real purchase, to Forecast the wrong game plan for your opponents.
3. Crazy isn’t always necessarily stupid. Look at ALL your options ALL the time. Like Calvin Hobbes put it, look at the ranges your bombers cover, you’d be amazed what you can pull off.
4. As Japan, don’t leave units behind on islands like Palau, and Okinawa For Defense , use every damn unit you have at your disposal on the board. And kill anyone who isn’t a yellow bstard.
5. During Naval FACE OFF’s count how many “tippable” vessels you have to your opponents. You know if you go in to win, it’s going to be a mutual blow out. Use a NAVAL STRAFE sometimes one that you can build into, go in for the kill, hit as many or more of your opponents vessels, and pull out after 1 or 2 rounds. You don’t have to win the fight, you just have to do more damage to them than they did to you. This can set them back a round, and your navy automatically heals at the start of your next turn - as long as you have attack from an adjacent zone with a friendly naval base. And if you have a factory adjacent to that zone, even better.
5. Know when to scramble and when not to. Sometimes your aircraft aren’ worth scrambling, like the UK against G1 attacks for example. Especially if you suspect Sealion. give them the ships, whislt you retain your counter attack capability and defence. Same can be said for island amphibious assaults. SCRAMBLING IS NOT ALWAYS A GOOD IDEA>
6. Use air power to kill enemy naval ground units when they are far from home. There is nothing worse as Japan, when you are setting up to attack some far away territory, and you’ve taken another territory close by, New Guinea for example when going for australia, and then suddenly all your infantry are DEAD. and you have to go back and get more, because some crazy fool suicided the odd plane to kill them off.
7. Be creative. Scripting purchases and movements ESPECIALLY in Global is not always the best idea. Have fluid solutions that can change when necessary, and as needed. If Japan can’t roll through a wet paper bag, and has NO GAME by round 5 for example, you don’t need to be spending as many or any ipc’s in that direction, even if you planned to, especially if Russia or the U.K. is on it’s heels. DON’T BOX YOURSELF IN.
8. Bombers can contribute to a pinch defense effectively. Say the game is on the line, The Big push into moscow is going to happen on the next german turn. The dice are 50/50. You have four bombers sitting in Scotland, put them in harms way, sure, there chance to score a defending hit is low, but there chance to suck up a hit for the Russians, is 100% :) And that can be the edge you need. That, or use them to attack some of the units that are going to be part of the German push. Yes your bombers will die, but they’ll take some A**holes with them.