Mark,
you're betting double or nothing that the Allies can win? Bad bet, man!
I wish you luck though. My feel - reinforced by the last game - is that the Allied player must ruthlessly stick to their build plan, no matter what the Axis are doing. Only then can the amphib sets roll off the production lines at the right time to begin their journey to their assembly points by the right dates. For me, the most critical assets are:
- ASW sets = destroyers, bombers
- Africa set = Australian inf/forts and arty, British tanks, maxed from the outset until the end of 1940.
- Amphib sets = transports (at least 12 by end 1942), landing craft built throughout war, DD tanks, and a Mulberry on the shelf from 1942 onwards.
- Airborne sets = must have 1-2 in position by Torch; 3-4 by Husky; 5-6 by Overlord
Air superiority is trickier. I think that a baseline RAF home defence fighter force of 3 Hurricanes and 3 Spits may worthwhile, but it is not essential. Heavy AA and a stronger UK land force would vouchsafe against invasion of Great Britain. As long as there are enough Spits to fill three carriers, I would still argue that strong fighter builds do not need to commence until the latter parts of 1942. American power, mixed with consistent strong Soviet air builds, can easily create the fighter force needed for cross-Channel air supremacy by the end of 1943.
Heavy bombers are so versatile that they are a must from Winter 41/42 onwards, surged early in both the US and UK to have the baseline force available for use at the earliest moment.
Really wish I could be there right now for the rematch ... especially as I am in Baghdad. Heading to arse-end of Anbar tomorrow for a recce. Sleeping bags, bug spray, the lot ...
Cheers
Mike
PS. An idea I heard mentioned was partial secrecy for naval forces. How about being allowed to use a number of fleet markers instead of models, and keeping the models themselves on the fleet cards behind a screen. Maybe two German, two Italian, and four Allied? Worth trying.