Played a learning game of Churchill last night, 3 players, all of us new to it. Definitely a learning curve, and typical GMT/war-game-like rules (see section 4.4, which says see section 1.2 etc). One key element, placing counter-insurgents & political markers is explained in depth but never tells you why you'd want to do it, until you come across a mention of them earning you VP.
The whole game's a representation of the deals & maneuvering between the three Allies towards the end of WW2, so it represents this with the big 'twist' in final scoring - the high scorer can't be too faraway in points for the lowest scorer, or they'll lose, letting the second place player win. This makes the game really weird where you have to help your opponents to keep them scoring, but not so much that they overtake you.
In our 3 turn tutorial game, I was the Brits (obviously) & raced ahead, but the Yanks caught up a little, with the USSR falling way behind. We defeated the Germans in the second turn, but couldn't defeat the Japanese without the USSR help... so the final turn was us helping /him/ because he couldn't do it on his own... But at the same time, I had a ridiculous amount of influence around the world that the USA couldn't catch up with...
In the end, I lost because I was too far ahead, but not enough ahead to be absolutely convincing. It's a really funky end-game, but a riveting experience. Definitely got rules wrong, definitely a little confusing that first round, but one I need to play again soon.
It gets super tense in the 10th conference as everyone is trying to get everything set up to win the game. In our last game, everyone was completely silent except for the conference negotiation card plays because it was such a fine line between all players.
Some rules that I think get forgotten often, based on my several plays so far:
Clandestine support markers give you one point, but once a political control marker goes down into a country, it gives 3 points to that player. You also can't remove opponent's political control markers from a country unless you have your own clandestine support down. And don't forget to pay attention to the global issue restrictions on political marker placement!
Empty colonies with no markers in Asia give the UK 2 points each.
Global issue markers never return to the starting neutral spot once they've been moved.
If the conditional issues (USSR Declares War on Japan and Normandy Invasion) end in the center of the table, then they take effect. Otherwise, they are canceled (unlike all the other issues). Additionally, if on the turn those issues take effect but the front they affect isn't able to make it to the next space, then they get put back on the issues track and have to be selected and completed again on a future conference.
If the USSR wins the A-Bomb issue, they get a free advance on the A-Bomb track, but you still roll to see if the US/UK marker advances. Basically, there's always an A-Bomb roll for the US/UK when the A-Bomb issue is won by someone.
If the Strategic Materials issue ends the conference in the middle of the table, everyone gets their Strategic Materials resource that turn.
Kamikaze spaces in the Pacific eliminate naval markers in those front boxes when the front moves into them. Also, if an Imperial Japanese Navy cube gets placed during the military phase (and remember, only one IJN cube can ever be placed per turn), then it eliminates a naval marker in that front box during the Front Advancement phase, meaning the front cannot advance that turn. Really brutal, as it basically means you lose a turn.