I find that often when all of the players are experienced, one of two things happen:
it is very close for a very long time, and the game may go longer than 10 rounds by round 4 (or so) it is realized by both players that the game will likely go one way (or another) and one might as well save “playing it out to its most likely conclusion”.What is so bad about taking Karelia in the first turn(s)?
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I would probably suggest going against building an IC in Yakrut for Japan. It’s much more economical to just buy two transports instead. Usually when I set up an IC (India or Burma, maybe for both), it’s to produce ARM and not inf. I think that 6 ARM should be more than enough (if you factor in supporting inf) per Japan once it hits critical mass.





