One of my ongoing thoughs its how to incorporate an effective strategic phase into the game at turns end.
Its not somethung you'd typically use for a scratch 200/3 objective thing.
My current thought is that, you could in this phase one of the following Purchase reinforcements: Using VPs youve scored thus far in the battle, you could put units into a 'reserve pool'. This combined with you standing fleet cannot exceed you starting points amount. Deploy reinforcements: Take units from your 'reserve pool' and place them to your deployment zone or land airbase. Fortify Place installations from the 'reserve pool' this requires adjacent units to the island/coastline sector you are fortifying and no enemy units in attack range. Installations are built in successive turns from 0 to max H/P before becoming active, provided no enemy ships are in range to attack the installation. Simply being in range is sufficent to stop construction. Similarly, air attacks that succeed prevent construction from proceeding. Withdraw units Units in you deployment zone may be returned to your 'reserve pool'. If/when deployed in a later turn, they regain hull points equal to the number to turns spent in reserve
If you purchase reinforcements it cannot be more than what you started your fleet with ? If you have a 150 point fleet you can't exceed the 150 points. So your reinforcements would stay in the reserve pool until you lose a ship in your fleet that would allow your reserve to come in to play. So if I sink 15 points on my opponents fleet and I decide to purchase say 2 destroyers on my Soviet fleet, say the Baku 8 points and Moskva 7 points, they sit in my reserve until I lose a ship up to 7 points to bring in the Moskva, I believe that is what I am understanding ?