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Germany

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Invasion of Poland 1939
{{version|Their Finest Hour}}
In [[Hearts of Iron 3]] Germany is one of the [[major powers]] and the key antagonist of the war. Germany is the leader of the [[Axis]], has a prime location for land invasion, and a strong [[economy]] and technological capacity rivalled only by the USA. Furthermore, it has the largest number of diplomatic [[decisions]] and [[events]] of any nation in the game. As a result, it allows the player to pursue a wide variety of strategic and tactical challenges. Germany, while potentially daunting, can serve as a great starting point for new players. It allows the player to jump right into the action, and with its focus on the land combat and a somewhat forgiving nature it allows the player to bloody experience themselves before progressing onto more difficult nations.
==Technology==
===Alliances===
'''Axis:''' Through the regular course of gameplay with no player intervention, the following nations will offer to join the Axis assuming the game follows a historical path:
* Italy & Japan (Summer, 1937; Italy can join the Axis as early as 1936 if they had finished their war with Ethiopia and the Spanish Civil War had begun)
* Hungary (Early 1939)
* Romania (1940 after Bessarabia)
===Decisions===
* '''Re-occupation of the Rhineland:''' This can be achieved in January 1936 by simply occupying the provinces indicated in the decision. This decision provides a loss in 3 neutrality for Germany and a 2% decrease in Dissent, plus a gain to income of $500, as well an increase of 2 to unity. Relations will be decreased; France -15, UK -5, Belgium -10, Netherlands -5. Threat to France will increase by 3. The re-occupation is required if you wish to do the Anschluss of Austria before 1938.
 
* '''Spanish Civil War - Intervention''' This event will become available sometime during 1936. This decision increases relationship with [[Nationalist Spain]] by +20 and reduces relationship with [[Republican Spain]] by -15.
* '''Anschluss of Austria:''' This event can be trigged by May, 1937, if Germany fills Austria with spies on the mission "support our party" from the start of the game. It is also fairly easy to achieve by waiting: early in 1938 Austria will have the "political crisis" event, after which time the conditions for the anschluss are met. This decision is very valuable for Germany as it provides 1 additional leadership, 19 additional ''base IC'' (a great deal more effective IC with modifiers of course), a -5 loss in neutrality, and additional manpower. Conversely, Germany gains 5 dissent, 20 threat, poor relations, and provides France and the UK with lost neutrality.
* '''The First Vienna Award:''' Available in October 1938. This causes 5 dissent and increases Germany's threat by 20 for the world. This allows Germany to annex Czechoslovakia without a single shot fired. 13 total base IC is gained along with resources, and 1.6 leadership. Slovakia will become a puppet nation in the Axis, and if allied with Hungary they will get Ruthenia.
* '''Claims on Memel:'''Available in January, 1939. Lithuania must not be in the Axis. Germany gains the port of Memel and 1 base ICor more depending on how much the Lithuanian AI invests in Memel's industry.
* '''The Molotov-Ribbentrop Pact:''' Available in January, 1939. This decision will help prevent a preemptive Soviet attack. The game sets a threshold such that the Germany player must have more brigades on the border with the Soviet Union than they do to be able to declare war, according to the following time-table:
* '''Independent Croatia:''' Croatia will be created but the provinces it controls blocks Germany's access to the Mediterranean.
*'''Destiny:'''Available if you are at war with the Soviets. Gives similar effects to Blitzkrieg.
*'''Defense:'''Available if it's 1943, and you are at war with both the Soviets, and American's, gives supply throughput, and manpower modifiers.
=== Events ===
===Industrial Production===
Early in the game it is important to build up Germany's practicals. The player should build a little of everything for their first few production runs. For example, at a minimum: 1 interceptor, 1 tactical bomber, 1 infantry division, 1 armored armoured division, 1 battleship, 1 destroyer or light cruiser, and some ICIndustrial Capacity. Extra IC is always useful for Germany and can be spent in a number of ways even if it is low on manpower.
==Military==
Re-organizing the German military is particularly important to get the full benefit from Germany's great commanders. For player's who enjoy building a historical Order of Battle (OOB), see the [[Germany OOB guide]]. The German armed forces in 1936 start off with an insufficient command structure as historically some Army's and Army group's were not established yet.
===Army===
 
Germany should focus on modernising its existing army by upgrading all its infantry to motorised and by completing at least one armoured corps (Panzerkorps) before the invasion of Poland. The German advantage is speed: its army should focus around armoured spearheads, self-propelled artillery or rocket artillery, engineers and tank destroyers as these are all fast moving units which can encircle and destroy the old/slow armies of Europe. Special forces, particularly Paratroopers and Mountain divisions will be useful to strike at difficult to reach places including the Balkans and Scandinavia. After Poland falls, it is useful to try to upgrade all existing Light Armour units to Medium Armour before attacking France.
 
Germany begins the 1936 campaign with its best Panzer leaders primarily assigned to I. Armeekorps, IV. Armeekorps. These are Germany's most valuable commanders and should be removed for future use in Panzer divisions. Germany has a large number of Old Guard commanders, some of who are quite valuable (considering traits, starting skill, and max skill potential), including: Hänicke, Bader, Dollman, von Dalwigk zu Lichtenfels, von Berendt, Halm, Fischer H., Fleck, and Köstring. Visit the complete listing of [[Germany military leaders]] for more details.
If the player needs a guide for what to build leading up to the war, load the 39 scenario and build what Germany starts with. The player should have no trouble building the 39 scenario’s army even while building your airforce, navy, and some IC. This will use most of Germany's manpower and the player probably will not be able to start the war in May if they build that many units. Just be Be sure to save enough manpower to mobilize (around a 100 with 3 year draft).
===Navy===
Does Germany need a Navy?
# If the player's goal is to conquer all of mainland Europe and the Soviet Union, then Germany does not need a Navy of any kind. In Using this approach, Germany can choose to build a very limited Navy with consisting only of submarines. The intention here would be solely to harass UK supply lines. # If the player's goal is to conquer the UK and the world beyond Europe, a powerful Navy is essential. Surface Area Groups (SAG) are the best type of fleet for Germany: a mix of Battleships with Destroyers for screens. A Germany that chooses this route should immediately research naval technologies and begin ship building from the beginning of the game (start with 2 to 3 Battlecruisers to gain practical). A successful naval engagement with the Royal Navy will require no less than 12 modern capital ships (3 BB and 9 DD is a good mix). Ships do not upgrade their main armament, engines, or armor: thus it can be timed so that Battleship technology research is completed once the first set of Battlecruisers is done, which in turn raises practicals for Battleship construction. Dominance over the Royal Navy is a difficult but possible goal:
## Be patient in engaging the Royal Navy: it takes time to develop a strong Kriegsmarine even with the best planning
## Multiple fleets is are essential, because any engagement will damage German ships, at which point immediate relief can be sent via a fleet on standby. This second fleet will typically end up sinking more Royal Navy ships than the first fleet could have done.
## A Reserve fleet of Destroyers is essential: they tend to take heavy damage so rotating them out for fresh ships allows the fleet to get back into the battle much quicker.
## Air superiority is mandatory to prevent CAGs from ripping the German fleet to shreds.
## Lots of research, preferably at least 1 year ahead of time.
## Try to find a fleet in port in range of your Naval and TAC bombers and Port Strike their naval base to sink the ships that were damaged by the Kriegsmarine.
## The Royal Navy is large, but doesn't have that many up-to-date naval vessels. Their outdated BB's will be easy prey for your more modern fleet, but their CV's are dangerous, and sinking them sets the RN Royal Navy back seriously.
The best fleet leaders are: Raeder, Saalwächter, Warzecha, Guse, Densch, Förste, Marschall, Böhm, Carls. The best submarine leaders are: Dönitz, von Stosch, von Friedeburg, Wolf, Niemand, and Sobe.
===Air Force===
Since most players will use stacks of three aircraft, the players goal should be to have no less than 12 interceptor wings at the start of the war. The player will need 3 stacks to intercept bombers from the UK and 1 stack to use for air supremacy in Poland. This is the minimum amount needed at the start of the war and the player should be building more when the war starts. Since Germany starts the game with a fairly large amount of tactical bombers, it shouldn’t need a whole lot more. Close Air Support should therefore be the next priority in construction.
==War==Historically, leading war is an essential part of Nazi German foreign politics. While you could lower your neutrality low enough to go to war as early as with the end of '37, you should consider waiting not only to 1939, but to 1940. In 1940, the democratic powers outside the allies (mainly the United States) have an election. If you hold back aggression, support the German-American Bund via spies long enough and diplomatically influence the US, this industrial super power could join the Axis, practically granting you victory as no one is there to stop Japan and the allies miss important troops on D-Day, on the Invasion of Italy or in the North African war. The following strategies will, if not stated otherwise, an allied USA from 1941 onwards. Note the US could join a bit sooner, a bit later or not at all. This mainly depends on Japan.==Invasion of Poland 1939Allies==
==If the player follows a historic route, Germany will typically go to war with Poland and the Western Theatre 1940-Allies, including the USA after 1941, and with the Soviet Union following 1941=====Denmark/Norway======Invasion of (Operation Barbarossa). German strategic objectives are to gain lebensraum (living space) in the East, reverse the Low Countries======Invasion Treaty of Versailles humiliation by invading France======The Battle of Britain===and the United Kingdom and seizing their colonial assets, and to defeat the Soviet Union by seizing Moscow, Leningrad and Stalingrad in Western Russia. Later, Germany may end up in a "Cold War" with the United States if it develops nuclear weapons or alternatively invading it directly with Japan.
==Barbarossa 1941-1943== ==Minor Theatres=====Balkans======North Africa======Middle East======Battle Invasion of the Atlantic=Poland 1939==
===War The invasion of Poland is quite easy and gives players a chance to try out techniques for later use against France and the Low Countries. Capture the Danzig corridor with Marines (if you have them) for a quick strategic bonus. Use your armoured spearhead units to blitz quickly towards Warsaw and Krakow while backing those up with (mot) infantry. If you have any standard infantry units, keep them for the hills/forest terrains and use your fast units on the plains (the terrain map is useful here). Use your air units to gain air superiority and ground attack units; do not bomb infastructure as this will only slow your own forces down. Invading Poland should take about 1 month for novice players but can be achieved in Asia=======Afghanistan========Bhutan========Communist China========European Assets in Asia========Guangxi Clique========Iraq========Japan========Manchukuo========Mongolia========Nationalist China========Nepal========Oman========Persia========Philippines========Saudi Arabia========Shanxi========Siam========Sinkiang========Tannu Tuva========Tibet========Turkey========Xibei San Ma========Yemen========Yunnan====a week or two if quick movements to victory points are executed. If you have a Navy, use it to blockade the Polish ports and cut supplies.
===War in North America, Caribbean Sea, and the North Atlantic OceanThe Siegfried Line===Other than European Assets in North America and Defending the Caribbean, the United States has proclaimed the independence line with France should be done with a ghost force of every nation. It any unupgraded infantry; it is important not to leave the result of border empty or France may invade early! The key thing in the [http://enWest is to defend from incoming bombers.wikipediaSet your fighters to air superiority missions around Essen, Kiel, Munich etc.org/wiki/Monroe_Doctrine Monroe Doctrine]. Odds are that by the time you invade the Americas, and if you'll already be at war with have any Naval Bombers use them to harass the US, but Royal Navy in case you aren't, beware of the Monroe DoctrineSkaggerak region.====Canada========Costa Rica========Cuba========Dominican Republic========El Salvador========European Assets in North America, Caribbean Sea, and the North Atlantic Ocean====
''Greenland and Iceland''==Western Theatre 1940-1941=====Denmark/Norway===
:Greenland and Iceland change hands several times throughout Denmark can be quickly invaded by a single or two motorised divisions to capture the game. They start off as Denmark property, transfer mainland victory point; Marines or other forces can capture Copenhagen to speed the UK after Denmark falls, and then switch over Danish defeat but this is ultimately depending on waiting for an opportunity to cross the USstrait. Either by airborne If the British Navy is patrolling here this can take a while, so hassle them with submarines or by naval invasion, Iceland and Greenland are great places bombers or keep attempting to launch invasions into Canada. There are no resources on either islandmove your infantry across until they succeed.
=====Dutch Assets=====The only Dutch (Netherlands) asset in this category Conquering Norway requires the capture of Oslo and Narvik. Both can be captured by a single corps; it is the island of Curaçao off marine crossing which poses a difficulty. It may be worth using your limited navy to create a diversion while you ship troops across to Norway. Shortly after Norway surrenders, Britain will move to seize Iceland + Greenland. There's little you can do about this without naval superiority in the coast of VenezuelaNorth Sea.
''Curaçao''===Invasion of the Low Countries===To get to France, it is physically inevitable that the player will declare war on The Netherlands and Belgium. This also grants Germany a series of Ports and Airfields from which to strike at the UK.
:Curaçao's only redeeming quality is a small port that The Netherlands can be used to stage for an invasion conquered in a matter of days. By now you should have left a small force guarding the rest of Soviet border, and moved your Panzer units over to the AmericasWest. Unless you can airborne into Spearhead for the island, you'll have victory points with your armour and mop up with any remaining infantry. All your air units should be used to perform a naval invasion) gain air superiority and b) strike at Dutch airbases/ground troops. You should also invade Luxembourg at around this point. Capture it with a single corps.
=====For Belgium, rinse and repeat. Keep your armour close to the coast where the ground is flat, while your infantry move into the forested region of Liege. French/Vichy Assets====='troops will probably move into Belgium, so it'Guadeloupe s important to cross the Meuse river as soon as possible. With air superiority and Martinique''tank superiority you should quickly push them back.
:Guadeloupe and Martinique are islands between Antigua and St===Invasion of France===Hitler anticipated that he would lose 1 million soldiers in the invasion of France. Lucia. They are not worth targeting In reality, the French army were vastly underprepared for an armoured assault on their own. Simply take them as you island hop across UK islandsmultiple fronts.
=====UK Assets=====The United Kingdom has Once you've conquered Belgium, you should deploy your armour near the majority sea and amass plenty of motorised infantry near the border with Luxembourg. Use your armour to breakthrough towards Dunkerque and Calais to prevent a British counter-attack, while at the same time attacking towards Sedan through the European Assets in Ardennes. Use the North America, Caribbean, planning screen to highlight VPs and the North Atlantic Ocean regionquickest routes to them. The UK islands and land assets are great launching points for invasions into North and South AmericaParis is your key objective.
''The Bahamas'':The Bahamas are an important acquisition. Miami is an important American Naval Base. You will find Use the Luftwaffe to strike at least 1 US Aircraft Carrier Fleet perusing French airfields and deny them the area. Holding air, while striking at logistics around the Bahamas Maginot line; this will offer a great place prevent those armies moving to knock out support the American Navy in the AtlanticNorthern front. The airfield on Andros key is a great place to launch an airborne assault in Northern Florida and Southern Georgia overwhelm the French defences before they get time to cover for react. As soon as you've taken Calais, prepare a naval invasion in Southern FloridaLevel 10 Radar construction there to spy on the British. After Paris falls the Vichy France event will trigger. There are no resources Now you can utilise the bases secured in France to strike against the BahamasUK.
===The Battle of Britain===The Battle of Britain, fought in 1940, was basically a fight for air supremacy in preparation of a naval invasion of Britain. Germany lost the Battle of Britain and didn''Belize'':Belize is 1 t have a navy capable of 2 North American land asset held by the United Kingdomcrossing even if they had have won. Belize, located on But in Hearts of Iron the eastern side of Central America, is player has a great place chance to stage troops for an assault into change history. Winning the rest "Battle" will require a lot of North Americainterceptor fighters and naval bombers as well as a semi-decent navy. It has no resource value other than it's location among neutral nations which defends it from land assault from Your goal is to secure the Channel by establishing air superiority and driving the American ArmyRoyal Navy back to ports for repairs.This can be done by the following:
:A naval invasion will successfully take Belize. Staging Mountain Infantry with Anti-Tank Weapons would be recommended as there are #Have a lot large force of mountains interceptors set to air superiority mission over Britain itself#Use any bomber forces to hit runways in Central America south England and southern Mexico.Port Strike missions#Use Naval Bombers (NAV) to strike at the Royal Navy and defeat it in battle
''Bermuda'':Bermuda is Because of the first stop to getting into advantages of Britain in the Caribbean. Holding Bermuda will give you naval sea, this may take a few years and air dominance over the mid Atlantic. It is imperative Operation Barbarossa may need to capture and be put on hold it. If you can airborne into itMeanwhile, that would your submarines should be easier than a naval assault as there will likely be a substantial employed to annihilate UK or US (or both) navy at Bermuda. There are no additional resources at Bermudashipping.
''Newfoundland and Labrador''====Operation Sealion====:Newfoundland and Labrador is on the east coast of Canada and makes a great staging point for the The invasion of Canada and New England. There is a little bit Britain will require control of metal, but the primary value of Channel via the province is the staging areameans described above. Hold Cook's Harbor as there will Landings can be amphibious assaults by Canada and made virtually anywhere, although the United StatesAI usually leaves Wales quite unattended. It is an effective distraction so you can invade Land with Marines and/or Paratroopers and then have plenty of armoured divisions ready to transport into the US elsewherenewly captured Port(s). You will lose Labrador, but unless you can instantly thrust into Canada before you lose LabradorAlternatively, invade Ireland and use it's better to just keep Newfoundlandas a stepping-stone.
:A naval invasion Defeating the British Army will require perseverance especially as they tend to get holed up in difficult territory up in Scotland. Keep a vigilant look out for transports bringing troops from Africa or India - these will need to be sunk before they get a previously captured Greenland is chance to land. If you have enough bombers you should be able to sink a great route as it avoids most Canadian and American patrolslot of British warships. The airfield But bear in St. John's is very useful mind this will have crippled your IC to airborne into the Halifax area point where you may have only the starting army to then walk into Maineinvade with and Barbarossa will be nigh impossible for at least a year or two. It will also be nigh inevitable as capturing London automatically triggers a declaration of war by the USSR.
''Jamaica'':Jamaica Once the entire British mainland is captured, there is just another island with a portsmall chance that the government will surrender. It's only strategic value is that it's a good staging point Otherwise, you will need to capture territory overseas to invade Belize. There are no resourcesreally finish the UK off.
It''South Caribbean Islands'':The South Caribbean Islands of Trinidads important to note that the Soviets will object to the player invading Britain and will, Tobagoat some point during the invasion, Barbados, Stdeclare war on Germany. George, St. Lucia, Antigua, St. Kitts The player should either prepare for this and Nevisuse minimal forces to invade, Anguilla, and or ensure that the Virgin Islands are essential to non-aggression pact can't yet be broken by the invasion of the other Caribbean nations and Central American nations. Make sure that you watch out for American airborne troops. Trinidad does have some oilSoviets.
====Guatemala========Haiti========Honduras========Mexico========Nicaragua========Panama========United States Or, stack your Interceptors and Tactical, (Nav's if you have them) in the Low Countries along with every canoe you can confiscate. You do not have to beat the Royal Navy, just force a landing with a superior will to absorb losses. Typically you will lose most of America====your fleet and a few transports (possibly a couple Inf divisions sunk) but you will have Wehrmacht on the shore. Use your 30 day supply to smash a port and ferry more troops as needed. Once you have a port GB's fate is sealed.
===War in South America===Every country in South America has its independence guarunteed You can game the auto Soviet DoW by surrounding London with a single Corps without taking it. You will starve the United StatesEmpire too of supplies. A declaration of war against any of Call Italy to Arms and watch them will bring the USA steamroll Africa & ME solo while you finish putting Europe into a German headlock & prep to fight the war. Delay attacking any of these nations until the USA is already in the warBear.
====Argentina========Bolivia========Brazil========Chile========Colombia========Ecuador========Paraguay========Peru==Barbarossa 1941-1943======Uruguay========Venezuela====Operation Barbarossa, or the invasion of the USSR, is by far what the German industrial effort is gearing up for and started historically in late 1941. The invasion was split into three distinct army groups each with an objective to capture: Leningrad, Moscow and Stalingrad respectively. The war claimed millions of lives on both sides as the huge Soviet army fought to defend on a front from Finland to the Caucasus against overwhelming German air power and armoured divisions. The attack was ultimately repulsed only miles from each of the key objectives, so with a little more cunning the player should be able to force a "bitter peace".
===War in Oceania and the Pacific=======Australia===={| class="wikitable floatright" | style="font-size: 85%;"! Territory! VPs! Port! Airfield|-| Perth| style="text-align:right;" | 1| style="text-align:center;" | Yes| style="text-align:center;" | Yes|-| Adelaide| style="text-align:right;" | 1| style="text-align:center;" | No| style="text-align:center;" | No|-| Melbourne| style="text-align:right;" | 2| style="text-align:center;" | Yes| style="text-align:center;" | No|-| Canberra| style="text-align:right;" | 2| style="text-align:center;" | No| style="text-align:center;" | No|-| Sydney| style="text-align:right;" | 3| style="text-align:center;" | Yes| style="text-align:center;" | Yes|-| Newcastle| style="text-align:right;" | 1| style="text-align:center;" | No| style="text-align:center;" | No|-| Brisbane| style="text-align:right;" | 2| style="text-align:center;" | Yes| style="text-align:center;" | Yes|-| Townsville| style="text-align:right;" | 1| style="text-align:center;" | Yes| style="text-align:center;" | No|-| Darwin| style="text-align:right;" | 2| style="text-align:center;" | Yes| style="text-align:center;" | Yes|-| Port Moresby| style="text-align:right;" | 2| style="text-align:center;" | Yes| style="text-align:center;" | Yes|-| Lae| style="text-align:right;" | 1| style="text-align:center;" | Yes| style="text-align:center;" | Yes|-| Rabaul| style="text-align:right;" | 1| style="text-align:center;" | Yes| style="text-align:center;" | No|-| Buin| style="text-align:right;" | 1| style="text-align:center;" | Yes| style="text-align:center;" | No|-| Guadalcanal| style="text-align:right;" | 2| style="text-align:center;" | Yes| style="text-align:center;" | No|-! Total! style="text-align:right;" | 22! ! |}If your goal is to defeat Australia, the trick is to do it quickly. Japan, if left unopposed by the United Kingdom, will roll in and obliterate Australia quickly. Considering timelines and how difficult it would be to conquer the Mediterranean, Middle East, and India before the Japanese land in Australia and cut you off from complete domination of Australia, it would be best to accomplish this goal using AirborneFor advice on a German OOB see here.
There are 22 victory points contained in 14 territories (as noted in ===North Army Group===North Army Group is tasked with the table to siege and capture of Leningrad after seizing the rightBaltic nations (Estonia, Latvia + Lithuania). In order to minimize supply losses, it's best to capture territories with a port.
First, capture Port Moresby, Lae, Rabaul, Buin, ===Central Army Group===Central Army Group will advance through Minsk and Guadalcanal. These territories are not connected to mainland Australia so they will be easier Smolensk with its objective to capture and then abandon with minimal chance of recapture by AustraliaMoscow, the Soviet capital.
Next, use Port Moresby as a launching point. If you===South Army Group===South Army Group've managed to sneak a transport to s objective is the Pacific, you can use oil fields of Baku in Azerbaijan. To do this it will need to transport airborne troops to cities that have a port advance through Ukraine and the Crimea and an airfield so that you can push more paratroopers into victory pointsdefeat Russian forces at Stalingrad.
Australia starts with a national unity of 80%. If Australia raises it's National Unity and somehow manages to avoid a Fractured government, you can expect to face a National Unity of about 85%. This means that in order to force a surrender, you'll need to capture 85% of the Victory Points. If the National Unity is lower, you can capture fewer VPs. At 85%, you need 19 VPs. The most difficult VPs to capture using the Airborne method would be Perth and Adelaide. Those total 3 VPs, the 3 you won't need to defeat Australia given an 85% National Unity.==Minor Theatres=====Baltics===
The Australian Army isn't very advancedBaltic states contain the nations of Lithuania, Latvia, and Estonia. German Airborne The player may choose to invade the Baltic States shortly after the capture of Poland, or they can wait until Operation Barbarossa. Controlling the Baltic States will match any Australian Infantry. If Australia has any Armor (or Light Armor), surround give Germany access to several ports and encircle themeven a few airbases which can aid in the attack on Moscow.
Defeating Australia ===North Africa===While this front isn't difficult. The difficult part of Australia is keeping Australia as conquered territory. Uprisings are a real pain important, it should be noted that unless you help the Italians fight the Brits and given the sizewin at El Alamein, it's very inconvenient in keeping Australia free of uprisings as well as keeping France their southern flank is open and Poland free could cause a number of uprisingsproblems later on. If you choose Attempt to conquer Australiatake some African Colonies for yourself, maintain four airborne divisions: 1 in Perth, 1 in Geelong, 1 in Brisbane, and 1 in Darwin. You only need one transport plane and simply move it around to airborne into any uprisingspossibly Sudan or Egypt.
Given that Australia has a decent navy (that you should avoid when they are your enemy), your Airborne divisions are better used to disrupt Soviet supply lines, and that you gain almost nothing by conquering Australia, it would be best to puppet Australia. The Australian Navy can sink unescorted Allied and Soviet convoys nearby. Australia as a puppet alleviates Japan of attacking Australia so it can focus on the United States and Soviet Union, creates an excellent launch point to defeat New Zealand, and creates an extra distraction for the United States once it joins the war.===Middle East===
====European Assets in Oceania A German player may consider deploying their Afrika Korps to Iraq, Kuwait, and the Pacific========New Zealand===={| class="wikitable floatright" | style="font-size: 85%;"! Territory! VPs! Port! Airfield|-| Auckland| style="text-align:right;" | 1| style="text-align:center;" | Yes| style="text-align:center;" | No|-| Wellington| style="text-align:right;" | 1| style="text-align:center;" | Yes| style="text-align:center;" | Yes|-| Christchurch| style="text-align:right;" | 1| style="text-align:center;" | Yes| style="text-align:center;" | No|-| Dunedin| style="text-align:right;" | 1| style="text-align:center;" | Yes| style="text-align:center;" | No|-! Total! style="text-align:right;" | 4! ! |}The defeat Arabian Peninsula after achieving victory with Italy in Egypt. You can capture this region for Italy by attacking out of New Zealand is easily accomplished once you've defeated Australia. Whatever strategy you used their existing territory in Australia will be effective in New ZealandNorth Africa or for Germany by invading enemy territory from the sea. In fact it'll be easier. Airborne invade Auckland Be wary that infrastructure here is terribly low and Wellington at capturing ports along the same time. Wellington has an airfield and can Mediterranean will be used airborne assault Christchurchessential to keeping supplies flowing to your troops. Without an airfield in Christchurch and Even so, the lack of infrastructure in Timaru, you British will either need to build an airfield in Christchurch or naval invade Dunedin. The airfield method likely hound your convoys relentlessly so careful supply management is far simplera necessity.
There are only 4 victory points shown in The reward for this territory alone is not incredibly high, save a couple oil resources, and the table on the rightinevitable partisans will demand you provide a small garrison. New Zealand starts That aside, further incursions (or alliances) with Turkey and/or Persia will open a National Unity path straight to the southern border of 80%. Odds arethe USSR, their National Unity cannot be lowered to below 75% in time for a mere stone's throw away from the invasion, so you will need to capture all 4 victory pointsBaku oil fields.
Puppet New Zealand. Do not conquer. New Zealand has nothing to offer and can only be a thorn in your side in terms or preventing uprisings.===Battle of the Atlantic===
==Gaming the System==
'''Start war lateStarting War Later:'''if If you do not use the first vienna awardFirst Vienna Award, the other countries won't do any national decisions. this This allows you to attack later and even conquer Poland and then the USSR without any attack from the Allies.
'''USA Ally:'''
Historically, aggressive war is an essential part of German foreign politics, but you should consider waiting until 1940 for the US election. If you hold back aggression, support the German-American Bund via spies and diplomatically influence the US, it is possible for them to join the Axis, practically granting you victory as no one is there to stop Japan and the Allies miss important troops on D-Day, during the Invasion of Italy and in the North African war.
== See also ==
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