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===Middle East===
===Battle of the Atlantic===
 
===War 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====
 
===War in North America, Caribbean Sea, and the North Atlantic Ocean===
Other than European Assets in North America and the Caribbean, the United States has proclaimed the independence of every nation. It is the result of the [http://en.wikipedia.org/wiki/Monroe_Doctrine Monroe Doctrine]. Odds are that by the time you invade the Americas, you'll already be at war with the US, but in case you aren't, beware of the Monroe Doctrine.
====Canada====
====Costa Rica====
====Cuba====
====Dominican Republic====
====El Salvador====
====European Assets in North America, Caribbean Sea, and the North Atlantic Ocean====
 
''Greenland and Iceland''
 
:Greenland and Iceland change hands several times throughout the game. They start off as Denmark property, transfer to the UK after Denmark falls, and then switch over to the US. Either by airborne or by naval invasion, Iceland and Greenland are great places to launch invasions into Canada. There are no resources on either island.
 
=====Dutch Assets=====
The only Dutch (Netherlands) asset in this category is the island of Curaçao off the coast of Venezuela.
 
''Curaçao''
 
:Curaçao's only redeeming quality is a small port that can be used to stage for an invasion of the rest of the Americas. Unless you can airborne into the island, you'll have to perform a naval invasion.
 
=====French/Vichy Assets=====
''Guadeloupe and Martinique''
 
:Guadeloupe and Martinique are islands between Antigua and St. Lucia. They are not worth targeting on their own. Simply take them as you island hop across UK islands.
 
=====UK Assets=====
The United Kingdom has the majority of the European Assets in the North America, Caribbean, and the North Atlantic Ocean region. The UK islands and land assets are great launching points for invasions into North and South America.
 
''The Bahamas''
:The Bahamas are an important acquisition. Miami is an important American Naval Base. You will find at least 1 US Aircraft Carrier Fleet perusing the area. Holding the Bahamas will offer a great place to knock out the American Navy in the Atlantic. The airfield on Andros is a great place to launch an airborne assault in Northern Florida and Southern Georgia to cover for a naval invasion in Southern Florida. There are no resources in the Bahamas.
 
''Belize''
:Belize is 1 of 2 North American land asset held by the United Kingdom. Belize, located on the eastern side of Central America, is a great place to stage troops for an assault into the rest of North America. It has no resource value other than it's location among neutral nations which defends it from land assault from the American Army.
 
:A naval invasion will successfully take Belize. Staging Mountain Infantry with Anti-Tank Weapons would be recommended as there are a lot of mountains in Central America and southern Mexico.
 
''Bermuda''
:Bermuda is the first stop to getting into the Caribbean. Holding Bermuda will give you naval and air dominance over the mid Atlantic. It is imperative to capture and hold it. If you can airborne into it, that would be easier than a naval assault as there will likely be a substantial UK or US (or both) navy at Bermuda. There are no additional resources at Bermuda.
 
''Newfoundland and Labrador''
:Newfoundland and Labrador is on the east coast of Canada and makes a great staging point for the invasion of Canada and New England. There is a little bit of metal, but the primary value of the province is the staging area. Hold Cook's Harbor as there will be amphibious assaults by Canada and the United States. It is an effective distraction so you can invade the US elsewhere. You will lose Labrador, but unless you can instantly thrust into Canada before you lose Labrador, it's better to just keep Newfoundland.
 
:A naval invasion from a previously captured Greenland is a great route as it avoids most Canadian and American patrols. The airfield in St. John's is very useful to airborne into the Halifax area to then walk into Maine.
 
''Jamaica''
:Jamaica is just another island with a port. It's only strategic value is that it's a good staging point to invade Belize. There are no resources.
 
''South Caribbean Islands''
:The South Caribbean Islands of Trinidad, Tobago, Barbados, St. George, St. Lucia, Antigua, St. Kitts and Nevis, Anguilla, and the Virgin Islands are essential to 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 oil.
 
====Guatemala====
====Haiti====
====Honduras====
====Mexico====
====Nicaragua====
====Panama====
====United States of America====
 
===War in South America===
Every country in South America has its independence guarunteed by the United States. A declaration of war against any of them will bring the USA into the war. Delay attacking any of these nations until the USA is already in the war.
 
====Argentina====
====Bolivia====
====Brazil====
====Chile====
====Colombia====
====Ecuador====
====Paraguay====
====Peru====
====Uruguay====
====Venezuela====
 
===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 Airborne.
 
There are 22 victory points contained in 14 territories (as noted in the table to the right). In order to minimize supply losses, it's best to capture territories with a port.
 
First, capture Port Moresby, Lae, Rabaul, Buin, and Guadalcanal. These territories are not connected to mainland Australia so they will be easier to capture and then abandon with minimal chance of recapture by Australia.
 
Next, use Port Moresby as a launching point. If you've managed to sneak a transport to the Pacific, you can use it to transport airborne troops to cities that have a port and an airfield so that you can push more paratroopers into victory points.
 
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.
 
The Australian Army isn't very advanced. German Airborne will match any Australian Infantry. If Australia has any Armor (or Light Armor), surround and encircle them.
 
Defeating Australia isn't difficult. The difficult part of Australia is keeping Australia as conquered territory. Uprisings are a real pain and given the size, it's very inconvenient in keeping Australia free of uprisings as well as keeping France and Poland free of uprisings. If you choose to conquer Australia, 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 uprisings.
 
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.
 
====European Assets in Oceania 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 of New Zealand is easily accomplished once you've defeated Australia. Whatever strategy you used in Australia will be effective in New Zealand. In fact it'll be easier. Airborne invade Auckland and Wellington at the same time. Wellington has an airfield and can be used airborne assault Christchurch. Without an airfield in Christchurch and the lack of infrastructure in Timaru, you will either need to build an airfield in Christchurch or naval invade Dunedin. The airfield method is far simpler.
 
There are only 4 victory points shown in the table on the right. New Zealand starts with a National Unity of 80%. Odds are, their National Unity cannot be lowered to below 75% in time for the invasion, so you will need to capture all 4 victory points.
 
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.
==Gaming the System==
Autopatrol
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