United Kingdom

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The United Kingdom is one of the major powers with a huge colonial empire providing them with enormous amounts of resources and a huge navy to protect it. Amid the Great Depression and the rising threat to international stability posed by the aggression of Germany and Italy, the politicians of the UK are divided on how to respond. Some, like Neville Chamberlain, believe that a catastrophic war like the Great War from 1914 to 1918 must be avoided, and that letting Germany take German populated lands such as in Austria and Czechoslovakia is deemed a price worth paying for peace. Others like Winston Churchill see Hitler as a dangerous madman who only desires conquest and thus he and his regime must be militarily defeated.

It's also one of the most modern countries in the world with very advanced technology in almost all areas, in many being well ahead of other countries, even other majors. The success in the coming war will rely more on finesse, usage of modern tools and commanders' talent rather than sheer numbers of infantry and tanks. The army's main task will be defending the empire rather than expanding its borders.

The war will take place in many different theatres at once: at some point British troops may find themselves defending Singapore from Japanese, fighting Italians in Libya and Ethiopia, protecting Scandinavian countries from German invasion, winning back their colonies in South America from Axis countries there and preparing for an intervention in the Balkans, all at once.

To avoid overextension wise economy of forces needs to be applied and finding Allies willing to support British troops needs to be prioritized. Even with all former dominions and colonies united under the Allied banner, there might not be enough force to defeat aggressors, so reaching out to other countries with less compatible political systems may be necessary.

Technology

Your most immediate need is to increase your amount of Leadership points and also increase the Industrial Capacity of your Empire which is seriously lowered by your free-market system. You have so much resources you don't really need to look at Industrial Efficiency or any resource-processing technologies. You will be at max of all resources very soon anyway.

What you could really use though is an increase in your manpower so it can meet the demands of the coming war. In the Industry tab you should pick Education, Agriculture and Industrial Production. Fortunately basic radars and computers are already researched so you won't need to invest a ton of research efforts in them unlike other countries in the world.

You should start quickly upgrading your Artillery ammo and aiming since what you start with is pretty much ancient technology and your future Grand Battle Plan doctrine will require heavy usage of that tool. You can safely pass on Tanks for now, also don't feel forced to upgrade your infantry ahead of time just yet. Maybe one tech to keep your Theory high but no more.

In Theory tab select Supply Transportation and Supply Organisation to improve supplies delivery to many remote locations where you will fight the great war of future... and that's it. You don't have points to spare on any theories in here.

As far as Land doctrines are concerned, the historical choice of your nation was Grand Battle Plan and that's probably the best thing you can pick. Start with Assault Concentration improving your artillery and Infantry Warfare, which will improve organization of your infantry. Eventually you will want to reach the Grand Battle Plan tech increasing your reinforce chance which may prove indispensable when defending your homeland from an invasion. Operational Level Organisation will allow your forces to attack again much faster and is a must-have on at least 1936 level so don't hesitate to research it even if it's outside of your chosen doctrine.

As far as airplanes are concerned you have most stuff researched already and don't need to start on anything early in your game. Pick Fighter Pilot Training which is 1936 tech so you build up your theoretical but real upgrades and quick teching up should start in the 2nd half of 1937 so planes can start being upgraded when Germans are busy in Poland and can start fighting for air superiority over France when Germans turn their armies there. You want to focus your research on Interceptors and Close Air Support since they share many techs and by researching one you will usually be upgrading the other one as well. If you have any spare points, you can upgrade attack values and range of your starting Tactical Bombers so they can better assist French.

For ships, there are three ways to go: Carriers, Battleships and Destroyers or Submarines.

Submarines make no sense for you since you are supposed to protect sea lanes rather than ambush them. So you have to choose between Battleships and Carriers.

On Destroyers and Battleships you focus with Sea Lane Defence doctrine. It clearly is the most logical choice and it will certainly be the easiest thing to do. It will upgrade your Destroyers so they search enemy submarines more efficiently and also improve your Battleships so they can win decisive battles against enemy navy.

Choosing Carriers as your main force is extremely tempting for any history fan but it will require much more research. Your main escort force will be Light and Heavy Cruisers and you will be very weak against Submarines. On the other hand your navy will be very fast and will be able to take the combat to the enemy chasing down his fleets and convoys and bombing his armies and ships using Carrier Air Groups. It's a very fun way to play and also very powerful once researched properly so don't feel you've made a mistake if you go down this route. Your Carriers will hurt Germans a lot later in the game.

Whatever your choice is, you have to immediately start upgrading your ships accordingly. In HoI3 you can't upgrade ship's armour, main armament and engines once it's build... so it's best to build modern vessels. You can upgrade ASW (Anti-submarine Warfare), Anti-Aircraft guns and Radars so leave those for later. First focus on armors, engines and guns for the ships of your choice... and research the rest once they are already being built.

As far as navy is concerned it's important to pick your "thing" right at the beginning of the game and stick to it no matter what. You really can't afford multi-tasking here.

Distribution of leadership

Your main priority should be intel. First invest in protecting yourself by building to 10 counterespionage spies while using the intel minister that aids in counterspionage. As a democracy with free press laws, you need that minister to knock down enemy spies. Then your main focus on intel should be to lower your neutrality as this gets you to better economic and conscription laws [read the laws tooltips]. You should also spend some intel on raising enemy threat levels and on supporting potential democratic allies [support our party or perhaps support the ruling party]. You should be able to get to 2 better economic laws by the end of 1938 in a 1936 start with this strategy [each economic law step means 25% more IC].

You need lots of leadership point [perhaps 18 points] invested into research if you want your navy, air-force and infantry ready for the war.

Diplomacy: Start off first trading with neutral countries that you want in your alliance such as the USA: every trade improves relations and moves those countries towards your faction. Later on use diplomatic influence on some of the more powerful countries to join the Allies. For example you want all your dominions to share the war effort with you as well as snatch some local major powers from Axis so you can dominate regions without having to invest your limited resources in there. Brazil is a good example of such a country, with pretty sizable fleet and good strategic position (long coast so many chances to hunt convoys, close to your colonies so they can defend them) it's a very strong candidate to join your cause.

Don't invest much into Officers, your starting laws are very inefficient in training them and you will waste points with little gain. Keep it at zero if it doesn't seem too unrealistic.

Diplomacy

Alliances

Once war starts all neutral countries will quickly start drifting towards Allies for protection so you don't have to put as much investment into diplomacy as Axis members. You might want to speed up your dominions joining your cause though (South Africa, Canada, Australia), you also want to snatch some of the more powerful regional powers (Brazil to get some help for your navy or Republican Spain to protect Gibraltar) and countries with valuable resources (Romania, Venezuela, Persia) which will supply other countries in your alliance and embargo Axis.

On the other hand there are countries which will quickly move towards allies on their own without much encouragement like Poland, Netherlands, Belgium or Scandinavian countries so don't waste your precious leadership on them as long as they aren't influenced by Axis. But be careful, if they do start being influenced, immediately send your own diplomats so they can protect your interest in those countries!

In general, you should try to pick at most two-three countries you want to become Allies and make long-term investments to recruit them. I usually start by influencing Brazil so they stay in my corner and later (with better Education research) start investing points into more countries, usually dominions first and then whoever is strong and close to Axis. It doesn't take long to get each of them on board.

I have a house rule to not influence Japan since I want them to join Axis but it's a viable strategy to get a powerful ally in the Pacific. I also don't want to drag USA into war too soon (rumour says the cost of that will be losing the whole colonial empire!).

Another option is to focus all of your energy into a specific region such as Scandinavia of Southern Europe. Exert influence on all nations in that area including those drifting toward the Axis. If you can ally with 2 or 3 usually the other one will join as well. Yugoslavia, Romania, Greece and Hungary might seem weak but when chained together they are quite hard for the German AI to handle.

Decisions

—This is incorrect, there are more decision in Semper Fi—There's only one decision for the UK, it makes you destroy French navy so Germans don't get it. It's triggered by you being at war with Germany and by existence of Vichy so usually shows up right after France is conquered.

If you decide to destroy French fleet, you will get some national unity and also lower your relations with Vichy. You should do it. ---

Treaty of Munich: Czechoslovakia joins the allies in exchange for 24 unity and several allied aligned nations gaining 10 neutrality. This seems pretty pricey. The other option is (I assume, give some of Czechoslovakia to Germany and Conservative party gains 25 popularity and organization, in addition to losing 5 neutrality. I chose to get a free ally, thinking Czechoslovakia is in a good position to lend a helping hane in the coming war.

    • Advice needed for this event**

Politics

Describes laws and political parties.

Ministers

Use the counter espionage minister to help you knock out enemy spies. This is crucial for a democracy due to the free press laws [reading the counter espionage tooltip on the intel page for more information].

Laws

As a democracy, you can get to better economic and conscription laws by lowering the intel mission of lowering your neutrality. Read the laws tooltips for what you need to do. By using first counterspionage and then the lower your neutrality mission, in a 1936 start you can get to 2 better levels of economic laws by the end of 1938: this means a 50% better modifier for your IC!

Political Parties

If you are role playing UK it is relatively easy to maintain a Tory Majority by occasionally supporting the ruling party. However, if you neglect your ruling party and choose decisions that weaken it, it is possible for Fascists or even Communists to take over the land.

Intelligence

First focus on protecting yourself, then focus on lowering your neutrality so that you get to better economic and conscription laws.

You should focus all your early spies on counter-espionage at home, remove any sending orders to other countries until you have 10 domestic spies. You also should seek ministers who add to your counter-espionage efficiency (be careful, not counter-intelligence but counter-espionage). This will allow your nation to overcome the penalties you get from your free-market and open-society political system. There are reports for 1.2 version on the forum saying that without a proper minister your chance of catching enemy spies will be so low they can jeopardise your research as high as 20%!

When you already have 10 spies at home set to counter-espionage and proper ministers to support their work, you will notice you are catching 30-40 spies per month. Imagine the havoc they would cause if you didn't catch them right away!

You should closely watch pop-ups saying that enemy spy was caught and try to determine who's your biggest enemy in the field of intelligence. When you have your target set, usually Germany but can also be USA or even France, prepare 10-12 free spies and send them to that country all at once with a mission to attack their domestic spies. When defenders are all killed, you can wreak a real havoc on your own (-12% research penalty for example) but remember to switch to counter-espionage once in a while to destroy whatever defensive force your opponent has built in the meantime. This will make your main enemy in the field of espionage more focused on defending himself rather than attacking you and will take some heat off your domestic Bonds. For countries that you want to be on your side such as the USA, you can use the support our party to get them more inclined to move towards your faction.

Economy

Trading

As the leader of your faction you are supposed to support everyone else in whatever needs they might have so they can prepare for the war more easily. You have a vast colonial empire producing tons of all resources so sell to everyone who wants to buy and all the earned money invest into buying Crude which is the only resource you are lacking.

If you wish to expand your IC through either significant conquests or factory building (or both), trading for extra metal and energy will be required at some point. The most cost effective strategy is to trade out the excess of rare materials for money, and to use that money to buy metal and energy. This can be sustained for a very long time because by the time it becomes necessary, you are very likely to have a 99k stockpile of rares. So you can even trade them out for a large daily deficit for quite some time before it becomes an issue, at which point producing excess supplies and trading them for money will become the best option. The best trade partners to sustain a high IC (350+) are obviously the United States and the Soviet Union, as they both produce the ressources you need in massive quantities.

Industrial Production

You have more than enough IC at the game's start, the problem is that most of it is sunk into free-market customer-oriented system which is really good for the population but isn't the best thing to have when preparing for a war.

So rather than erecting many new factories, you should focus on squeezing more from what you already have by researching Industrial Capacity.

When the war finally breaks out, with full economic mobilization and heavy industry focus your free IC will sky-rocket allowing you to build all the planes and ships you ever dreamed about.

All free IC should be put into preparing security force for your trade lanes and home land from imminent German hostile actions.

You should have at least one Light Cruiser, one Destroyers fleet and one light airplane in production queue at all time to build up their practical knowledge before the war and speed up their research later on. It's probably best if you build versatile planes that can both defend your skies as well as take the fight to enemy. My personal preference are Multi-roles (Spitfires!) and Carrier Air Groups but don't hesitate to add some Interceptors and CAS, you can't have too many.

I would strongly discourage producing more Strategic, Naval and Tactical bombers than you start with because I doubt you can find any spare IC to build more than one aerial practical before the war.

Producing artillery attachments and provincial AA defense will raise your artillery practical so try to have at least one of those in the queue at all time as well. Also building up your infantry force is a good idea but it's secondary to other tasks and can be safely ignored until 1939. May 1939 Germany attacks Poland, then it takes like a whole winter to get France out of the way so first Germans landing on the isles you can expect in spring 1940. No need to invest much IC into infantry 4 years ahead of time.

You should have at least one powerful radar before the war breaks out, preferably in Dover. It will give your planes enormous advantage in Battle of Britain as well as will allow you to check how many ships there are stationed in the main port of Germany in Wilhemshaven so you can blockade them and bomb them.

Another radar station is priceless if put on Malta. It will "light up" the whole central Mediterranean for you allowing you to see placement of Italian armies in the whole area between Libya and the Balkans as well as ports where their bigger fleets are stationed so your Carrier Air Groups can damage them. It will be a real thorn in Italy's side so make sure you improve your Coastal Fortress on Malta along with the radar so it doesn't fall into enemy's hands. At least a basic coastal Fortress in Gibraltar is a good idea as well. Improving Coast Fortresses increases your construction practical so try to have at least one at all time in the queue.

You can vastly ignore and under-fund upgrades until early 1939 since you won't be fighting before early 1940 anyway. Try to stay on green with supplies but also don't hesitate to cut down funding here if you can finish another plane or ship instead.

Convoys

Once the war breaks out, you can expect to lose three convoys and one escort per day, on average. As of For The Motherland v3.05, convoy raiding is extremely effective even when performed by the AI. This means that if you don't build some extra convoys ahead of the war, you will run out within a few months. There isn't much you can do to stop it either, so sustained convoy construction will be required throughout the war in order to keep your trade and supply routes running at full efficiency. In the early months of the war and until you manage to sink them, Germany will have a few nice capital ships that it will use in the Atlantic, so you will need to patrol the seas in full force with large fleets of capital ships in order to stay safe. Later, once you sink their main capital ships, you can split up your forces and use small patrols of 2-6 DD's to hunt for submarines. But even that is not very effective, as they will rarely find subs, and those that they do find will most often get pummeled but manage to retreat. It is frustrating to watch German subs revealed by your Dover super-radar travel across the channel and slip through sea areas patrolled by your DD's without ever being engaged by them... In one game, as of August 1942, I have only managed to sink 13 German subs even with permanent patrols on my main trade lanes. In the meanwhile I was forced to build several hundred convoys (probably around 2500 convoys and 800 escorts) to keep up with the rate at which they were destroyed. The bottom line is that convoy raiding with submarines appears to be extremely IC efficient. You might want to try it against Japan.

Military

The United Kingdom has a wide set of strategic priorities. It needs to defend the British Isles, prevent interdiction of its supply lanes by the Germans, Japanese and Italians, defend India and the Far-East (particularly strategic Singapore) against the Japanese, and build up forces to conduct an invasion of the Axis powers. With that in mind, it needs strong forces in all three branches.

Army

The British Army starts off old-fashioned and in need of modernisation. It is not recommended to follow the AI approach and to build lots of garrison units; they will not be useful to defend the U.K. whereas regular infantry can be shipped off to fight abroad at a moment's notice. The bulk of the fight will take place in North Africa and Europe, where the most useful units will be armour and motorised infantry divisions backed up by artillery, anti-tank brigades and engineers. By 1941-1942 the player should be looking to have upgraded all regular infantry divisions to motorised or special forces and to have at least 4-5 armoured corps before invading Sicily.

A strong force of Marines and Paratroopers is vital for the United Kingdom, particularly for warfare in areas distant from Europe. These can give the British Army very high mobility in poor-infrastructure areas by allowing the UK to focus on taking key provinces and cutting off enemy forces from their bases of supply, and by exploiting British sealift and airlift capabilities. They also require few supplies compared to conventional mobile divisions.

Navy

Defending the United Kingdom requires absolute naval supremacy over Germany and Italy. Thankfully the Royal Navy is more than up to the task. The large starting fleet with many battleships and the long supply routes the United Kingdom possesses suggest a combination of battleships and destroyers as the core of the Royal Navy. It is also quite possible to build up and improve the carrier force to allow that to serve a decisive role, with battleships relegated to supporting amphibious invasions. Remember that the carrier approach will require upgrading the various naval bomber/CAG technologies so will be a costlier option in terms of leadership.

The largest threat to Britain is from submarines preying on its shipping and small groups of destroyers should be sent to patrol areas around Biscay and the Irish Sea at all times. Following the "bases for destroyers" event the U.S.A. will give the U.K. a force of 8 destroyer flotillas, however these are largely outdated and should be used for hunting submarines only. There is also potential for developing cruiser warfare with small groups of light and heavy cruisers for patrolling shipping channels and blockading areas like Gibraltar and the Suez canal.

Air Force

Next to the Navy, the Royal Air Force is the most crucial service branch of the British military. A force of fighters spread across Southern England to intercept German bombers is a must. The Hurricane interceptors are the best unit for the job, however multi-role Spitfires may be useful to later provide an air-support role during later invasions.

CAS or tactical bombers may be useful when Britain turns to the offensive in order to multiply the striking power of its forces. Historically, Britain used strategic bombers including the Lancaster to strike at German cities like Dresden and Berlin, although this is a costlier approach to take - if using transport planes to perform airborne assaults these share the same technology as STR. If avoiding the route of aircraft carriers, naval bombers can and should be used to strike at the Italian navy in the Mediterranean but if aircraft carriers are deployed they can be safely ignored.

A diverse RAF is recommended to be able to defend from hostile bombing, attack troops and logistics in mainland Europe, defend the British Navy and its interests overseas, insert paratroops into key locations and take out airfields, ports and other sites weakening the defences the Axis can put up.

War

War with X

The United Kingdom, sooner or later, will enter into war with the Axis powers.

The main fronts of this war, off the bat, will be France, Libya and Ethiopia. It is important not to include Belgium in the Allies too soon: it opens up Northern France to German invasion. Better to leave them in a standoff against the Maginot Line for now.

The Italians in Libya and Ethiopia can be quickly and easily crushed in short order if you have enough soldiers to do so: a corps of motorised infantry in Ethiopia and a corps or two of soldiers waiting to strike Libya are more than enough. After the Italians are defeated here, this Army can be turned north to retake Greece or invade Southern Italy (if reinforced), they must not be left to sit in North Africa doing nothing.

Until the Germans get a way around the Maginot Line (Italy or Belgium) they won't be getting into France. The French normally garrison their Italian border well when Italy declares war, but you may need to assist them if the Italians succeed in breaking through their defences before they are reinforced. If you can stop them at the fortification line in the mountains the French should be able to take it from there. Belgium is similar: it has a single province border with Germany and, if the Germans are stopped there, the French-Belgian forces can hold the line.

The Netherlands is more difficult, you'll need to station your own forces there permanently in order to hold the line. A few provinces north of the Belgian border is a riverline which runs back into Belgium: this, if properly garrisoned, can be held easily. However, holding the line here is very tedious and frustrating because of a few things : (1) it requires a very large commitment of ground forces from the UK player, leaving little else to defend the rest of the empire, let alone conduct offensive operations elsewhere; (2) supply will be a problem, because of the large number of divisions crowding into relatively small countries; (3) you will constantly face difficult odds in the face of superior German ground forces, because divisions from your "allies" will keep getting in the way, forcing your troops to fight with massive stacking penalties more often than not; (4) you do not have enough forces to garrison the entire line, which means that you must concentrate on the Benelux and let the French hold their Maginot Line, which they don't always succeed in doing. Once that line is breeched and defended by German armor, there's no taking it back. For all these reasons, it will likely be necessary at some point to withdraw your forces from continental Europe. It is possible to force a stalemate that will last many years and frustrate Germany quite a bit, but it is not the most interesting way to play as the UK. By withdrawing, you open up vast possibilities of amphibious operations in Italy, Greece, Turkey, China, etc.

At some point, Germany will attempt to invade Norway. Having 2-3 corps of mountain divisions with some armor ready to ship out should beat them back rather easily. Let them penetrate inland before striking (make sure they don't capture Narvik and Oslo though) and then land invasions on their supply ports. If this is well executed, you get to eliminate 10-15 divisions of German infantry (they don't usually land a lot of armor in Norway).

If the Chinese are unable to hold the line against Japan (they often fail if starting in the '36 scenario and often succeed in the '38 scenario) then you'll have a war against them to deal with. French Indochina is a good place to start the line, some distance inside their territory (just before the entry into India) is a river which provides an ideal defensive position. If you see the war against Japan is going badly for the Chinese, begin influencing Yunnan toward your faction. The Axis will win it over if they fight you for it but it will take them a very, very long time which will give you ample time to prepare forces to hold the line against this newest front. If you must fight in this new front, falling back from Indochina to the entry to India is advised: it shortens the line without surrendering any of your own territory and lies along a riverline which extends all the way north. Take it and hold it.

If Siam joins in against you, there's a river you can take and hold there as well which also extends into French Indochina and will cover Singapore too. This requires a lot of men, one is better advised to fall back through Burma to the bottleneck between Bhutan and Calcutta: you should be able to man this line heavily and prevent the Japanese entering India proper, though you are surrendering your own territory. Attacking into southern Siam from Singapore will allow you to reach the bottleneck there which is a single province wide and several long: the Japanese will severely struggle to force you out of that. Another option is a 5-province-long defense line that is mostly behind a river that runs slightly east of Calcutta. This limits the territory you surrender to useless provinces.

Stopping Germany without the USA

Many UK players are challenged by the idea of stopping Germany without the intervention of the USA. By doing this we can keep out Empire and even expand it by 1945. To do this the UK player needs to go to the wall and risk total defeat.

The first objective for the UK is to sink the German Navy. Depending on when you start the UK will have a major advantage over the Germany Navy in every ship type except subs. If you can research ASW technologies and improve your Port Strike and CAS strike potential. When war seems near deploy the whole Home Fleet and Channel Command to the North Sea. Group 5 aircraft carriers and launch a port strike on Wilhelmshaven, deploy your surface fleet to block the Straights of Halland. Germany will immediately defend its ports and you can kill 60% of the German Navy. Now sail to Kiel and repeat the process to kill another 20%. By December 1939 it is possible to sing 90% of the German Navy including the U-Boats for the cost of a few BB's, 8 cruisers and around 25 destroyers. These are however acceptable losses and will secure your convoy routes. 5 Hunter killer fleets should secure the sealanes and you can redeploy the RN to the Med.

The Italian Navy will be harder to kill if they DOW in 1939. Keep your carriers together and knock out Italian Fleet Factors one by one. Surface engagements will go your way 70% of the time if you have properly constructed fleets.

Stopping Germany on the ground and air is a little more difficult. No matter how you re-arm the UK cannot fight Germany without help. Poland or Czechoslovakia will fall easily and France has limited value. To stop Germany you have 2 options fight in 1939 or fight in 1938.

1938

If you want to support Czechoslovakia put all your diplomatic energy in influencing: Poland, Hungary and Yugoslavia and improving your army. Your goal is to keep Hungary neutral and ally with Poland and Yugoslavia. Its possible to get one or two into the Allies by 1938, 3 is also possible but you have to cannibalize your research. Try the hardest for Yugoslavia and Romania, they have a good sized Army and can tie up German Force for a while. When you stand up at Munich Germany will attack the Czechs and Slavs. The OKH will make good progress but not as fast as you might think. In the West France will capture a few border provinces. Launch the Naval Strike discussed above then mobilize the whole British Army and invade East Prussia (if you cant reach it, temporarily occupy Kiel). Since Poland is neutral Germany will not be able to reinforce the area. Germans will hold out in Konisberg for a while but the rest of Prussia will fall. You cant supply it so drop a few garrison troops and then take your army to invade/reinforce the Kiel Beachhead. secure a small perimeter and send mobile units to run around behind German Line. At this point the German AI will panic and re-deploy troops from all over Germany. Your Eastern Allies will keep falling back but Germany will be caught in a quandary. Most AI's will strip the West to attack your beachhead. This allows France to go on the offensive and push Germany Back. Eventually your Eastern Allies will fall but if you fully commit you can overrun most of Western Germany. At this point offer an Alliance to Poland who will likely accept. Poles and Brits can win a VE Day as early as 1941. (this works 30% of the time)

Now you must fight Japan. Hold Germany as long as you can then create the FRG. Redeploy your armies to India, Hong Kong and the Pacific Islands. Take a year to build up supply and logistics and build up more ships, particularly subs. In 1941/42 declare war. Play it cool at first. Allow Japan to capture Indonesia and Indo China and random Pacific Islands, but hold Thailand. Launch constant commerce raids against Japans supply lines. Avoid the IJN in open battle and pursue hit and run tactics. Bottle them up at Singapore. Eventually the IJA in Vietnam will become undersupplied. Launch a couter attack. Reference the above liberation plan for China. Once you liberate Korea (1944) bomb Japan and then invade Honshu. At this point you will have extreme manpower problems (why not recruit in India lol) so take a year and make sure to spin off as many vassals as you can.

USSR or USA or Italy

At this point the UK player can either attack the USSR, Italy or the USA (lol). In most games the USSR will have invaded random neutrals or captured Scandinavia. Rarely do they actually join in the war with German though USSR often capture Manchuria. Italy and Spain are easy campaigns for your battle hardened force. Fighting the USSR is impossible but fun. Assemble a huge coalition of all European Nations, yes all. Deploy your armies in China (your puppet), Poland and Iraq. As before allow your allies to distract most of the Red Army. Capture the Caucasus from the South and overrun Mongolia. I have never actually beat the USSR but by the end of the game you can do some damage.

War with the US is more impossible but even more fun. Once your winning in Asia do your best to change your Government to a Fascism (Stop supporting Internal Party). Have spys raise the threat of the U.S. and ally with Mexico. Then have at it. The US will be under-armed but you can capture New England and Florida. After that your hosed. The USN will crush your Navy and your forces will run out of supply. The USA wont ever invade England by they will overrun Mexico.

Amphibious Operations

By 1942, you should have two full expeditionary armies of mixed special forces and breakthrough armor divisions itching for action. Projecting power onto distant targets is what the UK excels at in this game, and there are plenty of interesting targets. Italy is the most obvious one in that it is closest to home, and will be the biggest blow you can deal to the axis at this point since landing in Germany is unlikely to yield anything but a catastrophe. Landing in Sicily is easy enough, and will prompt a response from the Axis who will send some troops to garrison the end of the Italian "boot". Be patient and wait for them to get settled, and land some forces in Taranto to cut them off. Establish a defensive line, and repeat the process, landing a little further north and cutting off the enemy frontline troops again. This is far better than targeting vitcory points to elicit a quick surrender as it will destroy numerous enemy divisions in the process, divisions which should be sorely needed for the war against the Soviet Union at this time. What's more, even if you don't succeed in creating large pockets, you are still forcing the enemy to commit a large amount of forces to the defense of Italy, which relieves some of the pressure on the Soviet Union and hastens the defeat of Germany in the East. Landings against Vichy France in North Africa and in Syria are also on the order of the day, and do not require any specific strategy to succeed.

Landing in the Balkans is also possible, opening a second front against Germany if you are already on the ground in Italy. This will further dilute the forces they are able to commit to their offensive in the East, reducing the probability that they will succeed in defeating the Soviet Union. In the north of Greece, there is a continuous line of mountain about 6 provinces long. Like in Italy, it is a frontline that can be held easily.

When you see that the Eastern front is starting to move back towards Berlin (if it ever does, as sometimes the German AI will crush the Soviet Union regardless of your best efforts to prevent it), consider planning a landing in France. If you followed the advice on building a level 10 radar in Dover, you will be able to get a clear view of the German forces there. If you see that the coastline is fairly heavily garrisoned with infantry, it means that the war is still going well for them. When they start to feel pressure in the East the German AI will recall all that infantry and leave only token garrison divisions behind. This is your cue to launch D-Day. Bring lots of troops and secure as many ports as possible, as quickly as possible. An alternative is to land in northern Germany and bee-line for Berlin.

Operation Unthinkable

If you intend to wage World War 3 on the Soviet Union, there are a few things you must be aware of. First of all, it will be necessary to conquer all of Europe, i.e. to control the territory. Puppets and allies are nice, but they compromise your military operations far more than they help them. This does not necessarily mean you must wage war on Spain and Portugal, but since it's never bad to have more IC/ressearch, you might as well go ahead and conquer them too (for «democracy», of course!). It will also be optimal to have defeated Germany through a landing near Berlin, securing most of the German territory for you. This is because it will be much harder to defeat the soviets if you have to drive them out of Germany first.

Militarily speaking, the likely situation is that the Red Army will have far more front line divisions than you. At this point in the game (probably 1943-44 if you were quick in defeating Germany), you should have ~600 land brigades while the soviets will have ~1000-1200. However, the technical superiority of your forces should be significant enough that it will allow you to prevail if you play your cards right. To win here, it is imperative that you make good use of heavy breakthrough divisions and push through plains to realize large encirclements, eliminating large chunks of their army as quickly as possible. The best divisions for this task are 5-brigade armored divisions (ARM-ARM-MEC-SPART-SPART), as they are both fast and powerful and also have relatively low softness, making them super efficient against soft targets.

On defeating Germany and it's allies, you should have captured sizable supply and fuel stockpiles on mainland Europe. Nevertheless, supplying a massive war against the soviets will likely see this stockpile dwindle quickly. Setting your armored armies in motion will very quickly drain the supplies available in Europe, and it might be impossible to ship enough supplies through convoys to keep up with the rate at which they are consumed. This adds an element of urgency to the whole operation : it will be necessary to defeat the Reds before your armies run out of supply. This may or may not be possible depending on how strong the soviet defenses are, and it might be necessary to switch to «arcade» supply mode for Operation Unthinkable to work at all.

Gaming the System

Italy can be knocked out the war in days by doing the following: Land a division (mot.inf or something fast) at Savona and at Venice. Take the port and move quickly to take the VP provinces at Bologna and Milan. At the same time, land a division at Rome and a division at Naples. This should be enough to take enough Italian VPs to force their surrender. Having divisions land at Taranto and Palermo can't hurt either just to make sure, as if Italy stays in the war most of your divisions will have to flee and the one attacking Milan will probably be lost to Italian soldiers attacking from the French front.

Early in the war Italy neglects to guard most of these ports.

Buying production license from Nepal to build ghurka brigades allows the player to have unlimited number of them (if there is enough money).

See Also

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