Yea, KAF is the sole reason people started building infantry in W. USA and walking to E. Canada. Slower assault into Europe, but Japan has no real ability to do anything to N. America.
Short of keeping some sort of paper record, how would you differentiate between the two AA guns for Rocket use?
Put a country marker under that AA gun?
We have a winner! This should be done any time that an ally’s AA gun moves into one of your territories, as he/she still owns it. The only way that ownership of an AA gun can change is through the capture of a territory.
Threaten strafe and TAKE instead. It just worked in my current game. Jen was afraid of a German Strafe from Caucuses (I am guessing) making her Moscow force too weak to hold against the Japan. So she evac’d instead killing the German force and surrendering Moscow.
There’s a factor no-one considered though. When 3 people play, we usually set it up with 1 axis vs. 2 allies, with each allied player picking a country, and sharing the third. That way coordination is forced, and most importantly: everyone gets 2 turns a round, instead of one player getting three and the other two getting one each.
It seems that you aren´t doing so well back in Europe.
In a KJF game Germany normally can take Egypt on G1 and then whole Africa and Tr.J. and Persia in the next 2 rounds without the use of big armies.
Meanwhile you can also threaten Caucasus and later on Moscow and don´t forget about London, because Uk sometimes forgets itself,
In many games you can also easily outbuild the UK navy if Uk isn´t putting much into Eu. waters and threaten London, Brazil or force the US to protect Eastern US with more soldiers, pulling pressure of Japan.
I’d advise that you give Karelia up in R1. If you build 3 Inf, 3 Arm and are a bit lucky with your rolls (attacking at least WRU, maybe UKR), it’s even possible to drive German forces out of Karelia in R2 (although not likely).