To give people who haven't played it sort of a chance to see a bit what it's like, I've decided to do a brief screenshot style playthrough (I apologize for the crappiness of my camera but I'll try to let the text do the talking) of a turn (turn 106 to be exact so it's a ways in) of Gihren's Greed: Threat of Axis for the PS2:
about 6 turns ago I finished up the One Year War and now I'm in 0083 fighting the Delaz Fleet as a section of part 2. As of the start of turn 106 the situation in space is looking a little grim
Strategy Phase 106
Spoiler for Other key plans for reinforcement:
Here we can see (sort of) the Delaz Fleets base at Kilimanjaro which is there last base on Earth and must fall before I can seriously consider sending everybody else on Earth to space for a final battle. What the numbers mean roughly is that I have 10 units in that area to their 5 which means I hold a pretty sizeable advantage. Often times a powerful Mobile Armor or a really great pilot or just super tech can make up for a numbers disadvantage, but it helps to have all three if you really want to consider winning at 2 to 1 odds. The Delaz Fleet has neither and I have that base surrounded so there's no chance of reinforcement. It will be falling this turn.
Meanwhile, I'm researching a little something that I know I'll probably be wanting in order to deliver the killing blow near the end of this conflict. It'll be done in one more turn at which point it will take two turns to build one so it won't be seeing action for a while yet.
Also something else I'm researching that will take 4 turns and really won't come into play for a while but can be used as an end game weapon agains the Delaz Fleet.
Combat Phase 106
Spoiler for Help arrives:
The Albion arrives in Odessa orbit just as the Neue Ziel and Gato are closing in, but will it and 4 mobile suits be enough? The answer as you can see in the picture is yes. No more Neue Ziel to deal with for the time being after a careful focus fire from Monsa, Burning, Synapse and Tienam backed by maximum moral (extra attacks from named characters and better accuracy) from having been winning all my battles back on Earth. It was just barely enough though and Burning's G-3 Gundam ended up pretty damaged afterward so another attack might actually be dangerous. The plan is for them to leave the area this air space for the meantime to pick up some reinforcements and have the White Dingo team come up from Kilimanjaro to take care the rest of the situation in around the atmosphere.
Meanwhile Bask is starting to actually hit things thanks to the Morale boost so he's mopping up the Zaku II-F2's in his area of space. Basically the threat of Earth being retaken has been reduced to a small fraction.
Strategy Phase 107
Spoiler for The Situation as it stands:
On Earth there are 3 territories left to take before I have total domination. They are Europe and the Middle East and neither should be too big a problem with the 5 teams of ground Gundams I have coming up to my Indian base.
Space is quite a bit more trick of course. I still have to fully recover the atmosphere at which point I'll need to push back through the space corridors and take the rest of the sides as well as A Baoa Qu and Solomon back at which point I'll finally be able to attack Garden of Thorns and move onto the Zeta portion of the story.
As of now the Earth Federation has an income of roughly 10,000 capital and resources per turn which is enough to keep my spying level at maximum, build about 5 sets of mobile suits and put a little bit into research as well. This is a good thing.
I also should be hitting a tech level of 20 out of 30 in Mobile Suits, Mobile Armors and Ship tech which should be enough to push me into a late 0083 level of tech.
I currently control 14 bases and 44 areas total. I have 122 Mobile Suits, 1 fighter, 2 ground units, 8 mobile armors, 6 planes and 30 ships. Also my home base is Jaburo of course.
The Delaz Fleet is taking a beating. They are down to 3,500 capital and 4,000 resources and they only have 6 bases and 9 general areas left. They're tech level other than the Val Varo and Neue Ziel is at an early 0083 level and they only have 100 or so units left. 78 MS, 7 Mobile Armors (the real threat) and a compliment of ships. Not looking to good for them, but never count out the CPU at this stage of the game.