In Hearts of Iron 3 it is one of the major powers. Germany is the leader of the Axis, has a prime location, and a strong economy. 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 themselves before progressing onto more difficult nations.
- 1 Technology
- 2 Diplomacy
- 3 Ministers
- 4 Intelligence
- 5 Economy
- 6 Military
- 7 War
- 7.1 War in Europe
- 7.1.1 Albania
- 7.1.2 Austria
- 7.1.3 Belgium
- 7.1.4 Bulgaria
- 7.1.5 Czechoslovakia
- 7.1.6 Denmark
- 7.1.7 Estonia
- 7.1.8 Finland
- 7.1.9 France
- 7.1.10 Greece
- 7.1.11 Hungary
- 7.1.12 Ireland
- 7.1.13 Italy
- 7.1.14 Latvia
- 7.1.15 Lithuania
- 7.1.16 Nationalist Spain
- 7.1.17 Netherlands
- 7.1.18 Norway
- 7.1.19 Poland
- 7.1.20 Portugal
- 7.1.21 Republican Spain
- 7.1.22 Romania
- 7.1.23 Sweden
- 7.1.24 Switzerland
- 7.1.25 United Kingdom
- 7.1.26 Union of Socialist Soviet Republics
- 7.1.27 Vichy France
- 7.1.28 Yugoslavia
- 7.2 War in Africa
- 7.3 War in Asia
- 7.3.1 Afghanistan
- 7.3.2 Bhutan
- 7.3.3 Communist China
- 7.3.4 European Assets in Asia
- 7.3.5 Guangxi Clique
- 7.3.6 Iraq
- 7.3.7 Japan
- 7.3.8 Manchukuo
- 7.3.9 Mongolia
- 7.3.10 Nationalist China
- 7.3.11 Nepal
- 7.3.12 Oman
- 7.3.13 Persia
- 7.3.14 Philippines
- 7.3.15 Saudi Arabia
- 7.3.16 Shanxi
- 7.3.17 Siam
- 7.3.18 Sinkiang
- 7.3.19 Tannu Tuva
- 7.3.20 Tibet
- 7.3.21 Turkey
- 7.3.22 Xibei San Ma
- 7.3.23 Yemen
- 7.3.24 Yunnan
- 7.4 War in North America, Caribbean Sea, and the North Atlantic Ocean
- 7.4.1 Canada
- 7.4.2 Costa Rica
- 7.4.3 Cuba
- 7.4.4 Dominican Republic
- 7.4.5 El Salvador
- 7.4.6 European Assets in North America, Caribbean Sea, and the North Atlantic Ocean
- 7.4.7 Guatemala
- 7.4.8 Haiti
- 7.4.9 Honduras
- 7.4.10 Mexico
- 7.4.11 Nicaragua
- 7.4.12 Panama
- 7.4.13 United States of America
- 7.5 War in South America
- 7.6 War in Oceania and the Pacific
- 7.1 War in Europe
- 8 Gaming the System
- 9 See also
While Germany can devote a considerable amount of leadership to research early in the game, it is not possible for Germany to research everything.
- Infantry, Armor & Land Doctrines: An obvious priority for Germany, including regular Infantry as well as Light, Medium and Heavy armor. Nearly every land doctrine is worthy of research for Germany.
- Industry: An essential focal point of Research, with just about every technology (excluding rockets) being a priority.
- Aircraft: Fighter airpower is essential to Germany's success, particularly in defense against Allied strategic bombing.
- Naval technology: Germany is fairly weak in naval technology, advanced players tend to go with Battleships & Destroyers if they wish to threaten the UK. Regular players can avoid naval technology entirely and have a perfectly challenging game.
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)
- Hungary (Early 1939)
- Romania (1940 after Bessarabia)
- Finland (1940 after Winter War)
- Bulgaria (1940 after Constanta)
- Siam (after the "Fate of France" event)
- Guangxi Clique & Yunnan (Shortly after Japan defeats China)
Notable possible Allies, when using influence and raising threat on the Allies include:
- Saudi Arabia
- Nationalist Spain
- Yugoslavia (High neutrality makes this unlikely: can join during war against the USSR when threat is high enough)
- Argentina (High neutrality makes this unlikely)
- Chile (High neutrality makes this unlikely)
Nations that will not join without specific factors:
- Switzerland (Never)
- Sweden (After the defeat of the USSR)
- Portugal (requires Nationalist Spain to be in the Axis)
- Vichy (Requires Allied DOW)
- Turkey (Requires German ownership of Soviet border provinces and high USSR threat)
- 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.
- 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.
- Treaty of Munich: Available in January 1938. This causes 5 dissent and a large 15 threat gain for Germany. While this does not result in any immediate gains for Germany (only 3 base IC and minor resource and leadership gains), it paves the way for the eventual annexation of Czechoslovakia.
- 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 IC.
- 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:
- June 1940 to December 1940: 200% needed (e.g. Germany must have two times as many brigades as the Soviet Union on the border)
- January 1941 to June 1941: 100% needed
- July 1941 - December 1942: 50% needed
- January 1942: Can break at any time
Furthermore, this event provides significant benefit to the Soviet Union by triggering the Soviet ability to run the decision of the Winter War against Finland, and the annexation of the Baltic states.
- Danzig or War: Available in May, 1939. This decision will begin WW2. This event will not fire if you are at war.
- Blitzkrieg: Improves unit speed and re-organization gain rate.
- Independent Croatia: Croatia will be created but the provinces it controls blocks Germany's access to the Mediterranean.
- The Vienna Dictate: Occurs in June, 1940, Germany has two options:
- Force Romanian acceptance: Lose 5 neutrality. Hungary becomes significantly more powerful. Romania's relation with the Axis severely worsen if Hungary is in the Axis.
- Deny the Hungarian Request: Apparently no in-game effect aside from slight improvement in Relations with Romania.
- Armaments minister Hjalmar Schacht provides a useful +10% IC bonus.
- Ministers of Security offers several good choices, starting with the Man of the People (Goebbels: +5% leadership), or the Crime Fighter (Diels, +10% counter espionage).
- Head of Intelligence Wilhelm Frick provides a +5% espionage bonus as Head of Intelligence (thus Germany can have a +10% bonus with Hitler).
- Chief of Staff is unimportant in 1936, but should be revisited in 1939.
- Chief of the Army has Werner von Blomberg, saving -10% on supply consumption.
The primary goal in internal espionage for Germany is to build up the internal spy system. As Germany's threat level increases the player will get increasing research penalties from enemy spies. To avoid this have at least 10 spies in place and counter espionage selected.
There is no requirement for Germany to have spies abroad, however several benefits can be gained from doing so.
- Spies in England and France can be used to increase their threat which in turn will delay Allied nations joining their side too early in the war (e.g. an unattended Belgium and Netherlands may join the Allies shortly after war with Poland). Alternatively, lowering the national unity of France will cause it to collapse more quickly, which has the net effect of saving German manpower.
- Spies in the USA can be used to "support our party", which if done as early as 1936, will have the effect of bringing the American-Deutsch bund into power in USA in the 1940 elections. Coupled with diplomatic influence starting in 1936, an Axis USA, or at least a neutral USA, is possible.
From 1936 on Germany can get crude oil from the United States, Persia, and Venezuela, if the player feels the need to trade for it. The Soviet Union and the United States are excellent suppliers of metals and rares. It is best to pick one main supplier and get all of Germany's trade goods from them. This way the player gets the best prices. The United States can be effectively kept out of the war just by improving relations by trading with them. Supplies can be sold to the United States, Soviet Union, United Kingdom, and France. Just make sure to cancel any trade deals that expose Germany's convoys before the war starts unless the player wants to continually rebuild them. Huge stockpiles of resources are generally not needed because once the war starts Germany can get everything it needs from Europe.
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 division, 1 battleship, 1 destroyer or light cruiser, and some IC. Extra IC is always useful for Germany and can be spent in a number of ways even if it is low on manpower.
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.
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 sure to save enough manpower to mobilize (around a 100 with 3 year draft).
Does Germany need a Navy?
- If the player's goal is to conquer all of Europe and the Soviet Union, then Germany does not need a Navy of any kind. In this approach, Germany can choose to build a very limited Navy with only 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 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 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 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.
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 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.
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 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.
War in Europe
Taking Albania is a very time-limited option, as Albania recieves an ultimatum by Italy. The best way to take Albania is by going through Yugoslavia first.
Just annex Austria. There is nearly no way around it. War with Austria to take what you could get for free makes no sense and just wastes both men and time.
As always, Belgium is just the helpless victim that gets overrolled for the sake of it by Germany. Belgium, either as an ally or a war target, is the best way for land troops into France, especially since it is a lot closer to Paris than the direct border to France. Note that you should attack them with a Blitzkrieg and prevent them from joining the allies prior via diplomatic means (it is actually very easy to establish the National Socialists as government via espionage, but you could also just influence them if you do not want to wait for the 1940 elections), because if they do, there is a chance that France or even the UK will garrison troops there.
Kind of a hard thing to accomplish, as the threat from declaring war on Yugoslavia and then Bulgaria might get you an Allied DOW, but the transports from Germany might not be able to land there. For best results, try knocking out France first, but beware: if you declare war on Bulgaria while also at war with the Allies, then Bulgaria will automatically join the Allies.
What applies for Austria applies for Czechoslovakia. But here, timing of the events that trigger the step by step taking of the country is decisive. Watch yourself, or the Allies will declare war on YOU.
Denmark is the connection between Scandinavia (specifically Sweden) and Europe (primarily you). Also it has the region that is used to block off the Baltic Sea-North Sea connection. It is tactically a high value target. It blocks Britain to deliver naval help to Poland, it blocks the Soviet Union's Baltic Fleet from leaving the Baltic Sea. Also, the fact that several waterways split the islands and the peninsula from each other makes the country easier to defend (also bear that in mind when invading Denmark). Denmark is a so unnecessary target from bounty standards that just inviting the country into the Axis will make no difference at all.
You should not go to war with Finland at all, because they can be valuable partners against the USSR. But if you want to go there anyway, first invade Sweden and/or Norway, then go for a land invasion. Supplies into Finland are not the nicest of things, but should be offpullable if coming via Scandinavian neighbours. An invasion from the USSR is of course also possible, but that would require a very interesting order of targets to say the least.
France, always a member of the Allies, is the first one you would want to eliminate from the game. If you reach Paris, this will mostly make France surrender and you can not only take most of northern France without even going there once, but also create Vichy France in the south of the country. Vichy France, because of its extensive parts of formerly French colonies, is an interesting Axis Power to consider. France has one problem: They have very good defenses in comparison to the rest of Europe. Running into the Maginot Line will prove ineffective, as the French army stacks along the Franco-German border. Invading the country through Belgium is the best option. If you do not want to do that (there is near to no reason not to), you could try to decimate the French with air strikes before crossing the border. Avoid attacking at provinces with border rivers. They are nearly impossible to take.
It is getting real now. Betraying your de facto always ally can only happen if you decline them entrance into the Axis Powers always. Italy has a pretty strong army (note it will be weaker if they are at war with Britain in their colonies). Attacking over Yugoslavia or Vichy France with armor divisions to avoid mountains could be a good call. Your infantry can move over Switzerland and Austria. Cutting the north western part of Italy off supplies from Rome will give you quick advance into the peninsula itself from France. The Italian-Yugoslav border is better protected, so try to only put distraction or the least possible guards there. Note that Italy has islands off the Greek and Turkish coast, as well as Sardinia, Sicily and its colonies, South Etruria, Eritrea and Libya. It also is nearly guaranteed to either own Ethiopia or have a puppet regime there.
Spain has mountains in the north and the south, so avoid armor divisions there. Just rush for important cities, as their colonies will not matter enough for them not to surrender mostly.
The Netherlands could be used as an allied bridgehead if you make it stay neutral. Occupying it or not makes barely a difference.
The invasion of Norway is pretty simple as it has nearly no military force. Just invade a naval base first. And keep the supply road for eventual new troops safe from the British. If time does not matter to you, invading Norway via Sweden is the much better and much safer idea while the UK still exists.
War with Poland is pretty easy. Move onward, move onward and move onward some more. There is nearly nothing you have to watch here, except maybe that the Poles will be fairly aggressive with your pocket east of Danzig, so you may want to send some additional men there before the invasion begins. You may want to secure the Danzig corridor first to keep this pocket supplied.
When invading Poland, mass your tanks, motorized infantry and perhaps even cavalry and practice Blitzkrieg tactics here. Any lessons you learn will come in handy in France and the Soviet Union. Just push through, advance down the open plains, and take victory points as fast as you can. Be careful so your units aren't cut off or run out of supply, though this is unlikely given how superior you are to the Poles and how fast the war is most likely going to be won.
A Poland-style war again. Just crush it from all sides (maybe except a naval invasion, that just wastes troops) and go to Lissabon If Spain is neutral or allied/comintern, you have no choice but to invade by sea. If so, try to pull off two different invasion points because that will pull the already small Portuguese forces apart.
Spain has mountains in the north and the south, so avoid armor divisions there. Just rush for important cities, as their colonies will not matter enough for them not to surrender mostly.
Sweden is vast and has few divisions, but the AI may train and position them well for winter combat. Both an invasion from Norway and Denmark (as well as by sea and Finland, of course) are possible. Try a small naval invasion to break the defenses at the waterstreet to Denmark from behind, then move your troops in from Denmark.
Also a pretty easy war, Switzerland has the special trait of its mountains. Use no armor (Just garrison armor troops there afterwards to rush into Vichy France to cut off the Italians (see Vichy France), prefer Infantry.
Land some troops in Northern Ireland, then proceed to take Scotland and Wales, as London is pretty heavily defended and you need to cripple their IC as much as possible.
Union of Socialist Soviet Republics
The clash of totalitarian ideologies that is the Germany-Soviet Union war is the defining event of most HoI3 games. These nations are both geared for total war with the support of the best laws, will fight to the death because of game rules, and by 1939 have a direct, broad land connection. Defeating the USSR is also a matter of national survival for Germany, as peace can rarely be maintained beyond 1942.
There are several points the German player must be aware of before attempting to purge bolshevism from the continent:
- While backward technologically with poor Leadership for its size, the USSR is entirely resource self-sufficient and the overwhelming majority of these stores are located far from the European border. The USSR can and will fuel an enormous amount of Industrial Capacity if left alone, and will even begin to break early trade agreements with Germany to do so. Also, the Soviets cannot run out of manpower in normal game play.
- When Germany attacks, the USSR will receive a number of progressive large bonuses to its manpower and other aspects of its war machine. Great Patriotic War in particular confers +2000.0 manpower, which is more than Germany starts the war with.
- The Molotov-Ribbentrop Pact (non-agression Pact) trades roughly 18 months of (mostly) guaranteed non-aggression for being several hundred miles further from Moscow. You can opt to not offer it, but most players consider this to be an exploit as a USSR attack is not guaranteed if you do not seal the Pact. That said, extremely low or non-existent 1940 Soviet neutrality will risk war.
- Failure to adequately garrison the polish border after the non-agression pact can lead to a declaration of war from the Soviet Union declaring while you are in the middle of Fall Gelb. To avoid this disastrous outcome, you need to garrison the German-Russian border in 1940 with at least 50% of the number of brigades the soviets have deployed across the border. This drops towards parity in 1941, but by then you had better be preparing for war yourself.
- Whether by the non-agression pact decay, german success against Great Britain, or the general loss of neutrality and extreme threat imposed on the USSR by Germany and Japan's actions, the Soviet Union will eventually launch its own invasion of the Reich, most likely some time in 1942. Take care of business on Eurasia before pursuing wars in the Atlantic.
- Be advised that there is a particular series of events that can make the USSR far more dangerous in Their Finest Hour. The USSR draws threat from both Germany and Japan, as it "borders" both in close proximity. If Japanese declarations of war and German events move on an aggressive schedule, the USSR can lose enough neutrality to be able to declare its own local wars as early as mid-1939. A human USSR player in MP will almost certainly do this. If an AI UK then decides to play world policeman and declare war on the USSR, that will put the USSR on a PERMANENT total war footing versus the Allies, as much as two years before Barbarossa. Unfortunately, the enraged bear will still want to fight you eventually...
The actual war against the USSR must be pursued on the historical Blitzkrieg idea: End it swiftly. German resources, manpower and fuel stocks will eventually be ground down and the Soviets (who have none of those problems) will break you. Winning quickly involves three principles:
- Prioritize the huge Stalinist military machine that's next door. All your frontline forces must be sent to the Eastern Front, save perhaps an Afrika Korps and a mobile reserve behind Garrison troops in France. Fighting other wars now is a mistake, garrisoning the Reich with useful forces is a mistake. Either you beat the USSR swiftly or you die, it's just a matter of date.
- Envelop and destroy the Red Army. The only way to cause the Soviet war machine significant pain is if you destroy units entirely. This both requires complete unit rebuilds instead of just drawing on the bottomless USSR reinforcement pool, and clears the road to the important cities of the Soviet Union. Encircle, destroy, repeat.
- Use your tech advantage and bonuses to push for the 3 big targets. Between your better starting tech, greater Leadership and game bonuses, you will never be stronger versus the Soviets than in that first summer of 1941. Own the skies, crush the outmatched first generation of soviet divisions and take Leningrad, Moscow and the caspian oilfields. Losing focus on objective was the main reason for the fail of the historic Barbarossa, both in 1941 and Case Blue (Stalingrad). Plot out your advance lines and force distributions and stick to them.
On the other hand, Vichy France could join the allies. This makes no sense, both in historical as in military sense, as you will just overroll them. Note that, if you are allied to Italy (which mostly will be the case), they will take the South East of the country. The only naval base on the southern French coast is Marseilles. You should rush Armor divisions there to secure that position. If you took Switzerland and have troops garrisoned there, this will be no problem. Important cities you can take from Vichy France are Bordeaux, Lyon and Marseilles, but it is nearly impossible to trigger war with them on your own.
Yugoslavia is an easy call, but an important land bridge. It can connect you to Hungary, Romania, Bulgaria, Italy, mostly Italian-occupied Albania and Greece, making Yugoslavia an important crossroads in South Europe. Victory over Yugoslavia will grant you the ability to create a puppet in Croatia. The war style is nearly the same as Poland, you are fighting an inferior army with nearly no troop restrictions on your own side. You even have no Danzig corridor to protect. Just make sure Yugoslavia does not stay neutral. It could be deadly to an Axis Power Italy, Hungary or even you in the late game.
War in Africa
European Assets in Africa
The majority of Africa is owned by Europe. The nations that own the territory are Belgium, France, Italy, Portugal, Spain (Nationalist or Republican), and the United Kingdom. European controlled territories hold 1 strategic resource (Uranium, Élisabethville). Africa holds no threat to Germany. Other than the Uranium and the strategic value of getting the UK and US to invade and entrap themselves in the middle of nowhere, there is almost no value in taking Africa.
The only Belgian asset in the world other than Belgium is the Congo.
- The Congo (modern-day Zaïre) is a fairly simple area to conquer. The entire area will be what is left of Belgium after its fall in Europe. It has 3 Victory Points in 3 territories: Boma (which contains a port and airfield), Léopoldville, and Élisabethville. The airfield in Boma is very useful for launching more attacks in Africa. The port is useful for pulling in supplies to local forces in Africa. But the chief reason to take the Congo is the Uranium in Élisabethville which gives a bonus of 40% to Nuclear Research.
- Dropping in garrisons to hold Buma and Élisabethville would be a very smart strategy to prevent Allied South Africa from claiming the Uranium.
France/Vichy owns a large portion of Africa, most of which is impassable. There are very few resources and no strategic resources owned by France/Vichy. The most valuable reason to invade French/Vichy Africa is the strategic value and the chance to draw in the UK and US into traps.
- The northern coast of Africa in what is now Algeria, Tunisia, and Morocco is some of the only territory that has a passable infrastructure. In fact, Tan Tan, which borders Spanish Morocco, is impassable. The stretch from Zarzis (Tunisia) to Goulimine (Morocco) is owned entirely by France (and then Vichy, post-Fall of France). Historically, the Americans invaded in Casablanca. This can occur in the game as the Allies sometimes declare war on Vichy, or if you conquer Vichy. The instinctive reaction would be to push them back to the Atlantic, however, you should let them make their way to near Oran before taking back Casablanca. Then, no matter how many troops they have, they can be easily defeated as long as you hold Oran, Casablanca, and Tamanar as you will cut off supply. Then push through and encircle them with Mountain Infantry and Anti-Tank Weapons.
- There is a little bit of Metal and Rare Minerals, but it's nothing to write home about and, unless every single mineral and steel beam is imperative to your war effort, it's not worth invading for the resources. The only valuable reason to take North Africa is to draw the US and UK into a trap (as mentioned in the previous paragraph).
- French West Africa spans from modern Chad to Mauritania to Senegal and then south to the Ivory Coast. Most of this area is impassable and worthless to the war machine. You can pass from Port Etienne, along the coast, and get to modern Nigeria. You cannot pass around Nigeria, however, if you are at war with France and Vichy, you are also at war the United Kingdom (the owner of Nigeria). If you pass through Nigeria, you can then drive straight into Belgium as long as you pass through Republican Spain (a declaration of war can take care of that).
- Passing through West Africa allows you to get access to the Congo which has Uranium (see Belgian Assets).
- Other than the location which adds another port into East Africa, there is no value in taking and holding Djibouti. Other than being able to say that Germany has Djibouti.
- The island of Madagascar provides a great launching point to take South Africa or a way to get to the Pacific and avoid British patrols around India.
- Like Djibouti, Madagascar (and it nearby islands of Reunion and The Comoros) have no resources. They have only ports.
War in Asia
European Assets in Asia
Xibei San Ma
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 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.
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.
The only Dutch (Netherlands) asset in this category is the island of Curaçao off the coast of Venezuela.
- 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.
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.
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 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 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 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 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.
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.
War in Oceania and the Pacific
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
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
Start war late: if you do not use the first vienna award, the other countries won't do any national decisions. this allows you to attack later and even conquer poland and then the USSR without any attack from the Allies.
- Germany ministers
- Germany military leaders
- Germany provinces
- Germany order of battle 1936
- Germany order of battle 1938
- Germany order of battle 1941
- Germany order of battle 1944
|Major Powers||France · Germany · Italy · Japan · United Kingdom · United States of America · Soviet Union|
|Regional Powers||Argentina · Australia · Belgium · Brazil · Bulgaria · Czechoslovakia · Guangxi Clique · Hungary · Manchukuo · Nationalist China · Nationalist Spain · Netherlands · Poland · Republican Spain · Romania · Sweden · Turkey · Yugoslavia|
|Minor Powers||Austria · Canada · Chile · Colombia · Denmark · Finland · Greece · Ireland · Mexico · Norway · Peru · Portugal · Shanxi · South Africa · Switzerland|
|Micro Powers||Afghanistan · Albania · Bhutan · Bolivia · Communist China · Costa Rica · Cuba · Dominican Republic · Ecuador · El Salvador · Estonia · Ethiopia · Guatemala · Haiti · Honduras · Iraq · Latvia · Liberia · Lithuania · Luxembourg · Mongolia · Nepal · New Zealand · Nicaragua · Oman · Panama · Paraguay · Persia · Philippines · Saudi Arabia · Siam · Sinkiang · Tannu Tuva · Tibet · Uruguay · Venezuela · Xibei San Ma · Yemen · Yunnan|