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  1. Germany Guide for BICE v7.XX
  2. Updated for 7.4.
  3. More detailed description of Barbarossa and Invasion of UK will be ready propably after weekend. I can also upload almost 2gb of saves from 1936-42 if anyone is interested.
  4.  
  5. New version, new guide. Version 7 of Blac ICE brought us lots of changes. In savegame departament mostly... Sorry. I had to Some of them made the game easier, some (most) of them rised difficulty level a bit. Last guide was the answer to question „Can Germany win against SU in '41?”. Now its just update to that since some of the stuff presented in old guide is no longer viable or simply had to be readjusted.
  6.  
  7. Anyway. Practicaly new guide is here with more pictures and battleplans (I suck at drawing those so don't expect any Guderian level stuff - more like slow 3 year old kid). One thing will be propably missing for few days - save games. Blame BICE team for that. They throw new not-savegame compatible version at us every 2-3 weeks. I'll try to upload new ones here as soon as possible. Or wait. I'll upload 7.32 saves anyway but obviously You will need older version to check them out. I'll try to update this guide regularly so sooner or later new stuff will appear here.
  8.  
  9. This time I'll play HoI – Normal, BICE – Normal, AI – Hard. Those are the setting mod is balanced around. As usual Im gonna try to avoid gamey things, but DO NOT expect historical approach. Full Blitzkrieg style, lots of fast units - main goal is to beat SU fast. By my standards.
  10.  
  11. One more very important thing before we start. Few of the strategies and ideas here are mine and some of them popped on forums here and there in last months or years. I just picked the ones best suited for my playstyle and goals and shaped them in one comprehensive strategy.
  12.  
  13. Ok. Lets go and create biggest empire in history.
  14.  
  15.  
  16. List of contents:
  17.  
  18. A) Decisions and stuff
  19. B) Preparations
  20. I) Diplomacy
  21. II) Production
  22. III) Leadership Distribution and Research
  23. IV) Politics
  24. V) Intelligence
  25. VI) Reserch
  26. C) General info (convoy raiding, supply issues etc.)
  27. D) Execution
  28. I) Pre-Barbarossa
  29. II) Barbarossa
  30.  
  31.  
  32. A) DECISIONS AND EVENTS
  33.  
  34.  
  35. Those are settings for current campaign.
  36.  
  37. -National Focus
  38. 1936 - Plan Z
  39. 1937 - Luftwaffe
  40. 1938 -1939 - Wehrmacht
  41. 1940 - Luftwaffe
  42. 1941 - Plan Z
  43. -Recruting policy - Balanced. Still only viable option pre war. Other options come with huge penalties so they aren't good choices. However if You decide to upgrade all Mot.Inf to Mechanised You can choose last option (better exp, less IC effciency) for lets say 1942 assuming that SU is no more and You have their whole industry.
  44. -Giant Infra. Projects. - This time it went like this:
  45. 1936 – Short investment
  46. 1937 – Farms - 15%MP
  47. 1938 – Railroads for 2% IC effciency
  48. 1939 – Short investment
  49. 1940 – Short investment
  50. 1941 – Mining
  51. -Sino-German cooperation- Im skipping that currently. Buying enough resources isn't very hard and it reduces our Supply output.
  52. -Air bases- build almost all. You may want to skip Poland – same reason as with Giant Infra. - if IC is low/needed elsewhere dont build airfields or just later build them manually. With all those Infra in que our Construction Practical should be quite high so it wont cost us that much IC.
  53. -Fortifications- none and demolish Sudeten/Maginot when events fires. Also take "pick up guns for use" later. Those will be needed for our fort busting divisions.
  54. -Warships- commission all. They come with free transport ships and actually are quite usefull from time to time.
  55. -Radar+AA- Build it only if You have enough MP and IC. It costs 50 and 5% IC for 9 months. If UK strat bombings aren't a problem skip those.
  56. -SS Units- ahistorical full divisions. I don't build any full SS divisions (only “few” support brigades) but I want event ones to be combat ready from the start withiot putting too much effort in it.
  57. -Revolts and Fascist Militias- Yes.
  58. -Battle commanders- Imo -50% officers combined with "Minimal Tarining" isn't good idea. It forces me to spent more LS on officers later and I simply don't like that approach.
  59. -Goon squads/Appease them*- Goon squads. Revolts aren't big issue really, and IC is worth its weight in gold now, so no point in lowering it by increasing CG demand. And yes – Im aware that high revolt risk reduces resources income but Germany don't produce much on their own, and later it will matter only for less than 3 years.
  60. -Secretary focus*- go for "Secretary nationalizes private sector" and hope for "failure". This way our consumer goods demand will be lowered by 1,2%. In current build it reduces CG only by 3-5 IC but it still best option available. 5IC = 1 Inf Division.
  61. -Broadcasting*- again lowering consumer goods demand is our main concern so choosing "Entertainment show" is only option we consider. During war events with steel, supplies rationing will bump CG up so its good choice to take all 3 levels of Entertainment Show.
  62. -Monumental building- 2 options here. University or Global Intelligence HQ. Take first one if You really want that National Research Center, and second if You are worried about low espionage/counterespinage values due to a lower laws (more on that later). With 2nd level of Broadcasting techs comes option to build Major Movie Studio. If Your party popularity is high or You are just happy with medium popularity its perfectly viable option giving lots of extra IC pre-war.
  63. -National research center- after dozens of campaigns I noticed one thing. Its overrated. Usually. Personally I almost always go with “Support”. With some luck it will boost our supply transportation techs or engineers. This is much more helpful than lets say better HARM or INF with better artillery. Other two options that are worth considering is artilery – gaining access to SP Art or better AT guns early is always nice, and Capital/CV is also helpful due to time it takes to build BB and CV with new techs. Having them early can give us yet another advantage.
  64. -Engines/aircraft/armor- Gasoline (extra supplies throughput), Heavy Aircraft (for that intercept bonus), Welded Armor (because going with cast as Germany is just wrong and You gonna feel like peasant)
  65. -Military parades- choose the option increasing rulling party support.
  66. -War heroes- Always go with "Help with recruiting" (+manpower option). Even if it gives only 25 Mp its still better than any other option and with better tech we will get 100+ MP per event.
  67. - Resources Rationing – Steel and Oil are usefull. Steel also increase Rares production so its perfectly viable option if war against SU lasts too long.
  68. - Foreign SS and Wehrmacht Reqruitment - take both despite IC and Supplies cost. Its total 10% MP bonus.
  69.  
  70. Additional info.
  71. Unique Wehrmacht Units - NO! Lets take that (total) 20% IC bonus.
  72.  
  73. Right from the start we will have "Bank for International Setlements" available. Wait with that for some time. At the beginning it doesn't give anything interesting. Wait until all starting penalties wears off and then take this decision. Only now it will give nice IC and LS boost.
  74.  
  75. Airfields/Railroads/Roads/Ports. Start only with roads and railroads to save some IC. Launch airfields decision after finishing first line of IC so this 5% penalty wont be huge problem. Personally I don't even research ports and airports. Both are too expensive considering bonuses they give.
  76.  
  77.  
  78. B) PREPARATIONS
  79.  
  80.  
  81. I) DIPLOMACY
  82.  
  83.  
  84. Many things changed here in last few weeks so I'll explain everything.
  85. Trades.
  86. NEVER DO ANY ON JANUARY 1ST! You do that and You can start all over. Start those on 2nd or 3rd January. Most countries will have highest possible money income in first days so its best time for selling stuff. Also don't wait for others to hit more than +100$/day. It wont happen. 2nd and 3rd of January should be trade spam days. Sell fuel and supplies to every nation that is willing to buy. Sometimes even countries without supplies shortage will accept trades so go ahead and try. Yes, You have to check all countries one by one for few consecutive days. It pays off.
  87.  
  88. Only thing that You need to watch is how much fuel You sell vs how much You are producing each day. Also take into account that every unit (subs, planes, tanks etc.) placed on map lowers fuel stockpile. From my experience going even -20/day is ok. Later it will rise to +100/day thanks to higher IC and better refine/conversion techs. I overdid it a bit this time with -32/day but it should be fine. Close but fine.
  89. If You hit 300-350$/day after first 7-10 days than everything should be fine until war starts. With little more aggresive attitude +400/day and more is 100% possible but expect atleast 30 IC needed to cover our Supply Production. Just check here
  90.  
  91. One thing that happens always are broken trades. Sell fuel and supplies to everyone but remember (and include this in Your bussines plan) that France, UK and Japan will break trades with You very often even on Hard. On normal You can be 100% sure that this will happen. Japan after Marco Polo Bridge decision. Usually it takes few days. On Hard its less common. UK and France will simply run out of money at some point and will be forced to cancel trades. Best way to avoid this problem is simply to not sell them anything important aka fuel. You can always find buyers for supplies, but fuel will be impossible to sell after first few weeks. So – UK, France and Japan = NO FUEL. Better wait a week from first trade and sell stack of 50/day to USA again. They will have enough money (especially on Hard AI) so it shouldn't be a problem.
  92.  
  93. To keep money flow high and steady its necessary to focus on small trades after first week. Don't skip chance to sell someone 1 fuel for 1,5$. Its always 1,5$ more to spent on resources. As always it will more and more difficult to find any trades at all. That's why beginning of the game is so important.
  94.  
  95. Selling stuff is one part. Now for buying. Its not much different than it was in previous version.
  96.  
  97. My current goal was getting something along these lines: +50-70 steel, +20 rares, +50 oil. Those are values with maxed out IC so after Anschluss and with 44 IC build. One thing that may force us to go +150/day on steel is we decide to build Prefab Ship Facilities in 1937. With current setup we should be able to do that without much impact on our IC but it may reduce steel stockpile to 10-15k.
  98.  
  99. First rule – don't focus too much on getting 99999 on everything. Ofc its possible but not required with tons of resources in Amsterdam or Paris. Especially rares.
  100. With more than +400/day I can safely buy 150 steel/rares and 200 oil. And still gain 111$/day. With so much resources flowing all I need to do is to compensate for broken trades.
  101.  
  102. Nothing changes here: rise relations with USA and SU to 200. Best way is to start by selling them fuel and supplies as first 3-4 trades and after that spam them with +1 energy trades every week. It takes more time now since bonus to relations was lowered from 15 to 10 per trade. Relations should be maxed somewhere around May/June (stupid USA sometimes refuses trades). When its done just buy as much as required or if You really want to - as much as possible. Just remember that money is also important resource. All those helpfull events and buildings aren't cheap and I plan to spent few thousands on units build on license.
  103.  
  104. There's one cheap trick to get extra money if anything else is viabla anymore. USA almost always accepts supply trades. Even in they have huge +/day. Only problem is that our relations with them is maxed out so 50 supplies will sell only for ~12$. Not so good deal. Solution to this problem is simple cancelling all those +1 energy trades. It will lower our relations with them and bump up all prices. Now 50 supplies are worth 23$ which is much better deal.
  105.  
  106. WAR TRADES!
  107.  
  108. Once the war starts main problem appears. Convoy hunting. Allies will sink our ships going to USA. Lucky for us game gives us tools to deal with that rather easily. First we can do two things. Cancel all oversea trades to save some convoys and NU or just let them be. Second option is better in my opinion. First of all it is “only” -0.2 NU/day at most. It is much if it lasts too long but thankfully there is UK with its weak strategic bombing attempts. Intercepting those rises our NU and in the process allow us to keep convoys running until USA embargo hits us. When that happens it isn't too much trouble really. Event fires in 1940. By that time with this strategy we will already have most important parts of Europe conquered (and resources from few capitals in our stockpiles). Also German-Soviet commercial agreement and German-Romania oil agreement will save our oil/fuel supply. For other resources we can trade Soviets. In 1940 they will have +megaton/day on everything so just go ahead and buy whatever You need. Same goes with money. After buying whats needed cancel trades that aren't necessary and sell them supplies.
  109.  
  110. There is more to diplomacy than just trading. Not much but still. In this campaign I didn't used Influencing even once. All faction invites happend via events or thanks to spies. Investing in Influensing is simply too expensive.
  111.  
  112.  
  113. II) PRODUCTION
  114.  
  115.  
  116. As I said before we will once again focus on numbers. My goal was to build 24 Panzer, 24 Mot.Inf, 60 LINF and 16 INF divisions before end of March 1939. In addition I wanted ~70 Med.bombers, Nav. bombers, ~100 INTs and more than 80 subs and coastal subs
  117. All divisions will be build as reserve with volunteer army and minimal training.
  118.  
  119. In 7.4 we have new thing when it comes to Division setups: Division HQ. It gives access to CA bonus. So its mandatory unless You add Battlecommander, Kampfgruppe or any of three Mixed Support Brigades to division. So if I didn't specified that division has MS, KG or BC than its obvious that on top of brigades I described it also has HQ.
  120. Another thing changed in 7.4 are Landing Crafts. AI will no longer research them early. It might do that later but there is small chance that they will be available to buy via Production License before 1940.
  121.  
  122. Division setups.
  123.  
  124. Panzer Division.
  125. First of all I start building them in 1937 only after ARM is available. This way I can avoid upgrading LARM to ARM in later stages of war. Ok, composition before 1940:
  126.  
  127. ARM, Motorized Infrantry Attachement, Armored Car, Tank Destroyer.
  128. Done. Yes, 4 brigades. We will beat whole Europe with that. Except Russia ofc.
  129. Those 4 brigades are plain and obvious. During war we can and we should add more.
  130. As for now best possible choice for German Panzer Divisions is Armored Support Brigades. It take ages to build, its very expensive in terms of IC, officers, supplies, fuel... It cost a lot of everything. But it doesn't slow down the division, has quite good terrain bonuses and with all techs up to date has highest Piercing Value in the game. Ok, its same as Mot.AA but Armored Support has much better all other stats. There are two things that had to be taken into account when building lots of those – IC cost and supply/fuel usage. This problem can be solved simply by IC-whoring or using Volunteer Army/Minimal Training during war. Second option will have huge impact on our MP and experience level of our troops.
  131.  
  132. Another brigade worth adding to our Panzer divisions pre-Barbarossa is SP Art. Im talking about standard SP Art. SS SP RArt isn't available anymore after researching SP Art tech so we are forced to use this one. It has low SA but has better speed, softness etc. than Mot.Art.
  133.  
  134. Motorized Infrantry Division.
  135. Motorized Infrantry, Light Armor Attachement, Tank Destroyer, Armore Car.
  136. 4 brigades again. It has same CA bonus as Panzer division, weaker stats but its much faster. It will serve as our exploitation unit. Its almost as fast as Flash. 7,354 KPH with up to date techs in 1939. Only -15% on movement only in forests and mountains.
  137. Once again we have to find replacement for SS SP Rart. This was my first full 7.4 campaign so I used Motorized Support. To be honest its not the best choice. First of all it doesn't give as much Piercing Value as Armored Support, so Soviet tanks will still be a problem. Other stats also aren't amazing really and adding high IC, fuel and supplies cost to this makes it not so awesome choice. Main strenght here is ofc extra CA bonus (on top of granting access to it). But don't expect something powerful here. Propably adding another TD would be better choice statwise.
  138.  
  139.  
  140. Light Infrantry Division.
  141. 2x LINF, Tank Destroyer, Engineer, Recon Cavalry. With Superior Firepower add Mot.AA
  142. Why 2xLINF? This division has no artillery brigade and second LINF works pretty much the same. Except CA bonus. But why no artillery? Its slow and it has crappy terrain bonuses most of the time. I could use Motorized Artillery but its expensive and eats lots of fuel which I rather spend on... Tank Destroyer. All divisions need HA and Piercing. Once again - standard AT guns are slow. Motorized might do the trick but if You compare stats for TD and Mot.AT in 1939 You will notice that there is simply no point in using Mot.AT. Only thing at which its better is lower build cost... by 2 IC. And much worse on everything else. And TD gives Armor Value! Now lets find Conscript Division with AT guns... aaaaand in 7.4 we have conscripts with AT guns But still its good to have that little armor and lower softness.
  143. With that setup starting speed of whole division is 5 KPH with bonuses in all terrains except river which gives dramatic -1% penalty. With higher techs even this penalty changed into bonus.
  144. I strongly encourage You to use it in this composition. I often bumped into Soviet tanks and had to encircle, bomb and generaly waste time on them. Ofc, with Mot.AA it isn't an issue and cost is really not a problem here. They are cheap and fast to build. Don't use much supplies or fuel (similar to TD). And most important thing – we have divisions capable of fighting SU tanks in every part of the front. And we will have a lot of them.
  145.  
  146.  
  147. Infrantry Division.
  148. Classic division from template. Decent at everything, not great at anything. It has all compulsory stuff, good stats and its cheap and fast to build.
  149.  
  150. Fort Busting Divisions - BUILD AS REGULAR DIVISIONS
  151. Elite Infrantry, Heavy Armor Attachement, Engineer, Commando, Heavy Artillery, Armored Support Brigade, Assault Gun.
  152. Elite Infrantry - buy them from Italy. I needed 4 of them so it costs ~4000$. This brigade has stats similar to Motorized Infrantry and much better terrain bonuses. In fact it has amazing ones.
  153. HARM - its expensive, its slow and it destroys everything. Great SA and HA, high Armor, Piercing and Fort Attack. Sadly terrible Urban Attack but other brigades will make up for that.
  154. Engineer and Commando are common choice in FB divisions. Both are great at attacking forts and cities and have good overall stats.
  155. Heavy Artillery is "MUST HAVE" for FB division. No other unit in game have such high Fort and Soft Attack.
  156. Forget about Kampfgruppes. Just switch to Armored Support – good fort attack, low softness, good stats. And this time I used 6 of those divs. 4 full divisions in 2 corps (2 divs each). Corps Hqs were also turned into FB divisions.
  157. Main problem with FB divisions is that not all units required to complete them are available from the early date. Untill that happens use whatever is at Your disposla. 2 x H.Art? Fine. SF+ELite Inf. Battalion? Also ok.
  158.  
  159. Paratroopers.
  160. 2xParatroopers, Motorcycle Recon, Mixed Support Brigade
  161. Paras are kinda obvious. I don't use Airlanding Infrantry because its too heavy and at the time when its available I rather spent IC on something else.
  162. Motorcycle Recon is airdroppable and gives CA and terrain bonuses.
  163. Mixed Support can also be dropped. Little SA/HA and Piercing is always welcome.
  164.  
  165. Mountain Divisions.
  166. Mountain Brigade, Pack Artillery, Anti Tank Artillery, Engineer, Recon Cavalry.
  167. Standard mountain division. Nothing new here. AT is a must have. Period.
  168.  
  169. Mobile HQ Division.
  170. All mobile HQ created by CoC techs will be used as combat units. For that we need to equip them properly. My favourite setup is:
  171. ARM Attachement, Motorized Infrantry Attachement, Tank Destroyer.
  172. All HQ come with free Motorcycle Recon so by building only 3 brigades we hit 5 brigades limit. Build "attachements" only. They are cheap and have short build times - less than 2 months each.
  173. They have good CA, speed and overal stats. Won't fight as good as full ARM divisions but are faster and ofc give our generals huge XP boost. When Superior Firepower is researched add Mot.AA.
  174.  
  175. Heavy Armor Division.
  176. Build for lolz. I didn't knew what to do with IC at the time I put them in que...
  177. ELINF, Heavy Armor, Armored Cars, Tank Destroyer, Engineer, SS SP Rocket Artillery.
  178. I bought another 4 ELINF from ITA, rest is rather self explanatory. AC and Engis are here mainly to help with movement and speed.
  179.  
  180. Yearly buildups.
  181.  
  182. 1936.
  183. Plan Z.
  184. First and very important thing. DO NOT BUILD ANYTHING ON JANUARY 1ST or 2ND! Why? Because everything we put in que is still affected by starting modifiers (mostly negative ones) and new once didn't kick in yet. Wait to January 3rd. If everything is done right IC put in que should be completed on July 21st and cost around 5,5 IC. But first thing first. Remove all obsolete stuff. Leave just INTs, Medium and Light Bombers and Flying boats. On January 3rd add 34xIC. There are exactly 34 provinces in IC in Germany after Blockliftind Rhineland - go to Reasource Map Mode to see exactly which ones. On top of that add 10xIC in provinces with Heavy IC already build in them. HERE is an screenshot with IC distribution and names of those 10 provinces. Now, if the game recalculates practicals our IC will be done on August 5th. If not it should be completed as planned - July 21st. Few ICs may take little longer to build due to all +/-IC events. Don't worry about that. During building IC recruitment and training laws should be at their maximum levels: 3 years draft and specialist training. This will allow us to get little more MP and officers with almost no cost. We don't build anything that us either of those two right now.
  185.  
  186. Once first que of IC is done we need to do one thing. Lower training law to "Minimal Training". Now add to que: 10xSUB, 10x Coastal SUB. When more IC is available add ships in that order: Coastal Subs, Subs. We have less than a half year of Plan Z to use but it will easily allow us to build 30 Subs and 30 Coastal Subs. In November and December keep close eye to build times. If some of the ships will be completed before '37 don't add full 10x anything to the que. Create setup that will be build in later years. I added 4xCSUB and 6xSUB. Later I stopped building CSUBs and focused on SUBs. 8 at one time should be enough. If more IC is available before new year start building Mot.Inf divisons (put max 2 in que just for practicals) and airplanes.
  187.  
  188. 1937.
  189. Luftwaffe.
  190. At the beginning we will have some ships in que that have to be finished before we go (almost) all out with airforce buildup. Also in February those 10xIC in provinces with H.IC will be done so once again our base IC will increase. Overal this is least complicated year in terms of IC usage. Just build planes. Ok, this is little simplified. Throw some (2) Mot. Inf. and LINF to the que to keep practicals from decaying. Also keep 6-8 SUBs all the time. Remember to switch to Volunteer Army so our divisions will cost less IC. Near the end fo the year do similar thing as year before - create smaller build que for planes and use rest IC for Mot. Inf and Panzer divisions. This will bump rise practicals enough to do efficient spam in...
  191. First we have decision to make. Fighter/bomber focus or Interceptor. Ftr have better stats. Slightly, but still. But are more expensive in every aspect. Even LS because You simply have to research Fighter/Bomber to Interceptor tech in Air Doctrines. It will make them useless at griound attacks, but will rise stats affecting air combat. Ftr has also higher IC cost and build time but... it comes free with a solution. Interceptor on completion gives 0.3 practical. Fighters give 0.8. That means we reach maximum value much faster which allows us to buil same numbers of them in 1937. Later with tons of IC at our hands those differences in cost are too small to be real issue. But if You decide to invest in them You will have planes that are simply better than Interceptors. Better air combat stats, range and speed.
  192. Now don't get me wrong. Interceptors are far from being obsolete or useless. But if You have some free LS and spare IC go with Fighters.
  193. Now for actual planes spam. I do this like this. As soon as some IC is available I add 2xFtr/INT. Next time I add 2xMed/Light/Naval Bomber, 2xINT/Ftr after that and so on. It works quite well, gives us steady flow of planes (which is acutally important...) and practicals don't have even slight chances of dropping even by 0.1.
  194. There might be a problem with fuel in 1937. All types of planes (Ftr and Med mostly) eat up a lot of fuel when deployed. With such huge spam (almost 200 planes in one year) our fuel stockpile might drop dangerously low and in the effect our fuel trades may be cancelled by AI. I set a limit for myself - 5k fuel = no more planes deployed.I simply wait for more fuel and than put some planes on map.
  195.  
  196.  
  197. 1938.
  198. Wehrmacht.
  199. In previous years I managed to build 8 Mot. Inf. divisions, 6 LINF. Despite that most practicals are still low but I already have 4 panzer, Mot.INF and LINF divisions in que so it will change fast.
  200. Now we have to really focus on one branch of our forces. This will be a year when we will be forced to build only land units. No planes or subs. Do not panic. We already should have quite good navy and airforce so only thing that may suffer from this approach are practicals.
  201. Another thing. I planned army buildup to last to end of February 1939 so we have 14 months for building all divisions. There isn't much place for tricks or magic. Just spam Panzer Divisions. All 24 of them have to be completed in those 14 months. Good choice is to start with HQ Divisions (which I didn't because I prefer to extend building beyond February only for units that aren't necessary - such as HQ divs). They have very short build times and give high practicals boost. This will make building rest of Panzer divisions much easier. One way or another - just spam. Panzers first due to highest IC cost and longest build times. Once You are sure that all will be ready finish off Mot. INF and after that LINF and INF.
  202.  
  203. 1939.
  204. Wehrmacht.
  205. First two months are occupied by still going army buildup. When building all standard divisions comes to an end I usually add Mot.HQ Divisions. Right now there will be 15 of them. With maxed practicals and Minimal Training each of them will take less than 2 months to build so we can easily make it before end of February.
  206.  
  207. Number from end of June:
  208.  
  209. 60 LINF
  210. 50 INF
  211. 24 Panzer
  212. 24 Mot.INF
  213. 15 HQ Divisions
  214. 4 Fort Busters
  215.  
  216. 121 Fighters
  217. 11 Light Bombers
  218. 12 naval Bombers
  219. 84 Medium Bombers
  220. 4 TP
  221.  
  222. 46 SUB
  223. 32 Coastal SUB
  224.  
  225. After few weeks our IC will become available for other branches so start building planes and subs again.
  226. At this point our main problem with current plans for divisions setups should appear. Mixed Support Brigades. I build them for all my mobile divisions which means 24x Armored and 24x Motorized Support Brigades. Alone it isn't a problem. But with Heavy transport Planes it simply forces us to use Minimal Training and Volunteer Army in the first months of war. I know I've said it before but its very important if You really, really want to have huge army. Effects of that will be great and tragic at the same time. Great - because our Panzer divisions will be hilariously powerful and dramatic - my MP plummed to 360 before Barbarossa, and I had to use quite a lot LS to keep my Officers ratio at 110%. Not to mention reinforcements were poorly trained.
  227. After Fall of PolandFranceBelgiumNetherlandsLuxemburgSwedenNorwa yDenamrk (sorry I had to) start building Infrastructure in Poland. Slowly. Rise practicals first.
  228. Its also time for putting Heavy Transport Planes in que. And now the shocking part. Transport Planes (standard ones) DO NOT INCREASE Heavy Plane Practical anymore. So yes, we need to build first few at back breaking cost of 26IC per one and very long build time since our practical propably is 1. To help with that (plus MS brigades) go with Full Occupation on France. With that I had 706IC with more than 500 put in production alone.
  229.  
  230. 1940.
  231. Luftwaffe.
  232. Our land army is almost ready at this point. Not counting MS brigades ofc. Those will sit in our que untill May/June. There are few standard things in que also - Ftr (6), Medium Bombers (4) and Subs (6). Rest of our IC needs to focus on Heavy Transport Planesand Infra/airfields in Poland. Even if we start spamming H.TRA after MS brigades are completed we will have enough time to build 50-60 of them. Enough to keep our army supplied deep in Russia even without access to Supply Trains decisions - I had less than 500MP against SU. There is not much to explain here atleast for the first 5-6 months. Just wait untill MS will finish. This will free lots of IC. Use that to build two things. First would be more SUBs. With strategy presented here (more on that later) we gonna need lots of them so adding more (10 in my case) is good idea. Especially after we take Spain and Portugal (later...). Second thing are specialised divisions. Mountains and Paratroopers. We have 2 MTN divisions from events so building 6-7 should be enough. Paras will be used in few places so be sure to have 2-3 divisions ready before attacking Portugal and 7-8 total against SU.
  233. Its also good time to start thinking about stuff like Radars and Airfields to support our incoming attack on UK. Without lots of lvl 10 airfields it will be almost impossible to win air superiority over UK.
  234. There is also few smaller things to worry about. Our Fort Busters aren't full yet - still no AGs in them, we don't have supperssion units for Russia and it may be a port or two without Garrison protecting it. Those are things that have to be addressed in 1941.
  235.  
  236. 1941.
  237. Plan Z.
  238. This year lasts only 6 months in terms of IC. Later will have to use our industry on building railroads in Russia and reinforcements for fighting units. In those first month I build Motorized AA guns for all mobile HQ Divisions and ALL LINF divisions. Those first months are still H.TRA spam for the most part.
  239. Once the Barbarossa start we can do one thing. Focus our remaining IC on planes (INT/Ftr mostly) and surface navy. If We start building first BB somewhere in the middle of 41 and we take Dockyard/Prefab Ship Facilities as soon as the event will fire we should have first BBs ready by the end of 1943.
  240. After SU is gone... on 12th September that is - we have sick ammount of IC to use. Propably 1000-1100 when Train IC penalty wears off (thanks for all those +MP events). I always do one thing than. Upgrade all Mot.Inf to Mechanized. With such huge IC base it shouldn't take more than 12 months.
  241. There are other things I started to build after taking SU: infra far east to help with attacks on Persia, India and second war against SU (I want it all). Lots of BBs and Subs. More Fighters against UK and Radard along France coastline.
  242.  
  243.  
  244.  
  245.  
  246. III) LEADERSHIP DISTRIBUTION AND RESEARCH
  247.  
  248.  
  249. I decided to put those two thing together since one is highly dependant on the other. So lets start.
  250. We can spent our LS on 4 different things - research, spies, diplomacy and officers. Only two of them really matter. Research and Officers. Diplomacy if we do everything correctly won't be needed at all after 1936 and same with spies with startegy presented here. After making Italy join Axis and Anshluss other stuff I did with spies is purely optional. If we don't want to we can move that LS elsewhere and in most cases our game will progress just fine. As for Diplomacy I didn't used any type of influencing here. Most of best possible allies will drift toward Germany on their own (only problem is Neutrality in that case) and others can join via events anyway.
  251. That leaves only Research and Officers. For the first years Officers are less importnat. Especially in 1936 and 37 because we build mostly naval and air units. In 1938 when we start spamming division after division our Officer Ratio will drop to ~80%. Don't worry about that. Avoiding that is almost impossible without gimping other LS dependant things. All we need to do is to wait for 1939 and spent 3-4 months with most of LS invested in reqruiting officers with Specialist Training law enacted. Very importnat thing to do here is to leave some LS in Research tab while doing that. In 1939 we have lots of techs giving us access to new units (SS SP R.Art, AGs) or stuff like Civil Defence. Just leave enough LS to cover most important ones - most of the time 8-10 should be enough. Once our Officer Ration hits 110% move LS back to Research.
  252.  
  253. Now for Research. First of all one most important rule - AVOID TECH RUSHING. Researching ahead of time is highly nerfed in current version. Even one year is now very costly and especially at the beginning reserved for most important techs only. Main question that rises here is to what research first? The answer to that pretty simple - if the year is 1936 research techs from 1936, if its 37 from 37 and so on. From my experience its best to start with very difficult techs. For example in Infrantry Tech Tree start with Truck and Prime Mover Reliability. Research easier techs like Garrison Redeployment later.
  254.  
  255. Tech trees and what to research:
  256.  
  257. If Tech tree is skipped that means I didn't touched it. Also Tech Tree names are links to screenshots.
  258.  
  259. Nation
  260. This one is simple - everything with two exceptions. Don't touch "Secretary of Public Information". When this event pops we choose option reducing CG demand and we hope for "Failure". Higher tech levels reduce chance for that, so we want to avoid that. Second exception is "Homefornt Focus". Researching one level should be enough. Penalty is only 5% MP but we get nice bonus to repair speed and supplies production (less IC required for keeping our army supplied).
  261. Medicine techs are very important. Always keep them up to date.
  262.  
  263. Industry
  264. Skip only Nuclear techs. For now. Rest always should be up to date. Manufacture techs aren't available yet so we ignore them. Also don't research casting techs if You choose welded armor.
  265.  
  266. Electronic
  267. All radio techs - up to date. They reduce combat cooldown and provide combat bonuses. Radar techs also should be up to date. We will use our planes also as recon units and landbased radars give bonuses to our INTs. Ship radars can be skipped for now. Research them if You have spare LS for that.
  268. Computing Machines - Decryption can be ignored. We are the ones hunting convoys, not the other way around. Atleast for now. Other 3 techs are high priority.
  269.  
  270. Construction
  271. Road and Railroad are worth the LS invested in them. Seaport and Airport can be ignored. Building those cost tons of IC and bonuses they provide aren't that great compared to lets say IC efficiency and Supply Throughput.
  272. Airbase techs are worth taking. There always enough IC to build a base or two for 1/2% and lvl10+ airfields are always big help.
  273. Basing. Not priority but consider rising it a bit. Our huge fleet may later require better ports.
  274. Industry and Agriculture are absolutely highest priority techs. No discussion here.
  275. Now... Heavy IC. I skipped that. First of all its available only during war. We have other things to worry about that than expanding our IC. We do that by conquering other countries anyway. Second reason is the fact that we need to research Ports and Airports to unlock this tech. No? Once we research those techs we will have decision to expand them available. Doing this will chew through our IC and not doing this will leave our screen with Eternal Icon of Available Decision.
  276.  
  277. Infantry
  278. Since there are lots of techs I'll focus on what NOT to research. Techs that slow down our units - Body Armour and Integrated AFV Support Batalion. Second can be taken after SU is no more but I would strongly advise against researching it earlier. Motorisation of Cavalry. I didn't build any so simply no point. Officers Reqruitment Program. Its 1939 tech. By that time our army is 90% completed and as far as I know this tech doesn't work on units already completed. I didn't have any Officers Ratio problems so really no need to research that.
  279.  
  280. Artillery
  281. Everything is important. AFV AA and Heavy AA Guns little less but still worth taking. Focus mainly os SP Art since it unlocks SS SP RArt and its good to have it rather sooner than later. For that single unit remember to research Rcoket Artillery and Rocket Ammunition.
  282. AT techs are top priority.
  283.  
  284. Armor.
  285. Skip Infantry Tanks only. Rest is important. Focus only on getting Medium Tanks as soon as possible. Remember that we don't build any Panzer Divisions until those are available.
  286.  
  287. Armor II
  288. Here we don't touch ANYTHING until our Panzer and Mot.Inf divisions are completed. All of them. Most of techs here causes IC cost of tanks to rise dramaticaly. Its good choice to avoid it while building 30-40 divisions with tanks in one year. But once our units are ready throw LS at every single tech in that tree and never take it out. Or... You may want to skip one tech: Armor Plate Thickness. If You decide to do that our Panzer divisions will be more vulnerable (lower armor etc.) but will be almost as fast as Motorized Inf. divisions. I did that in current campaign and I have to say it works quite well for the most part.
  289.  
  290.  
  291. Special Forces
  292. As You can see on screenshot nothing is really high priority here. Those units are rather support that main forces so no point in investing too much LS here.
  293.  
  294. Prototypes
  295. Don't rush here from the start. Same reason as with tanks. Our airforce buildup is planned for 1937. So the cheaper our units will be the more we can build. But be carefull to not fall behinf too much on those techs. It may be hard to catch up later.
  296. Heavy Transport Planes - don't research them to lvl2 until we build them all. Once again - cheaper units = more units.
  297. Mid-Air Refueling. Its great techs 100% worth taking. Free extra range for all plane types without any penalties.
  298. And of course don't research techs for planes that You don't build or plan to build.
  299.  
  300. Armanent
  301. Only Armament techs are really essential here. Aircraft Protoype Evaluation is nice, but all other techs can be ingored. They don't provide big bonuses so its questionable if they are worth the LS.
  302.  
  303. Bomb Load
  304. Torpedoes. We use lots of Naval Bombers and without this tech we can try sinking UK ships with catapults.
  305. As for bombs. Research everything except heavy bombs which increase our Strategic Bombing. We don't want to be too good at that. This way we bomb single province for longer time I'll explain details later.
  306. Twin Engine Bomberlay - up to date. Good bonuses, no penalties.
  307.  
  308. Air Sys
  309. Once again I'll focus on what to NOT research. Armor Plating. We have that because of "Heavy Planes" focus. Going this way we get little extra intercept efficiency. This techs lowers speed and range of our planes. But there is no law saying that we have to research it. So skip that. Bonuses from this tech are minor anyway.
  310. Air Cooling System. Another hit to our range. Its especially painful in Russia with all its vast spaces and hundreads km between airfields.
  311.  
  312. Avionics
  313. You want to know what You are bombing or where did Beria go? Navigation radars are Your friends. Research those techs and send spare bombers to bomb "nothing" behind enemy lines. No point in using "Military Espionage" when You can do little recon and drop some bombs at the same time.
  314.  
  315. Submarine
  316. Engines and Hull - start with those on January 1st 1936. Those are only parts that don't upgrade automaticaly and since we start building our SUBs after IC (July/August) we want them to be capable units during war 3 years later. Later 1 LS will be enough to keep most techs here up to date. And research everything except techs increasing Visibility. Acutaly only Support Submarine does that so avoid it.
  317.  
  318. Transport
  319. Get those only to make life easier. We use Landing Crafts build on license so in the first 2 years of the war we won't need anything from here. And its impossible to build own LCs as Germany without lucky tech steals.
  320.  
  321. Capital
  322. Main Guns and Engines for now. Attack range and speed. Two most important things in naval combat in HoI3. From 1941 its good to do tech rush on those two. After taking Russia rise everything here so once our ships are completed (somewhere around 43/44) they will be capable of fighting against both Royal and US Navy.
  323.  
  324. Operating
  325. Recon techs - always up to date. Those techs grant all our units extra speed. And speed is life. Speed is love.
  326. As for other units: tanks, infantry etc. While building army DO NOT TOUCH TRAINING TECHS. They increase build times. Before 1939 focus on Combined Arms and Command and Control techs - CA and Org. Regain bonuses. Those techs do not increase build times so they wont affect our IC in any way.
  327. When the war starts invest LS in Partisan Suppression tech.
  328.  
  329. Strategic
  330. Assault Concentration is only tech worth rushing. Getting access to Superior Firepower early is always nioce thing. Rest is important but not essential so don't panic if anything will be 1-2 lvls lower than others.
  331.  
  332. Spec Ops
  333. Same as "SF" - just don't let them suck. Those are support only and they have slightly better starting stats anyway.
  334.  
  335. Naval
  336. As for now there is only need to research techs that affect convoy raiding and submarines. Others are optional. Research only if You have spare LS. But once SU is down its good time to start upgrading BB/DD techs (or CV if You decide to go that way).
  337.  
  338. Air
  339. Fighter crew/pilot techs always should be up to date. Same with Intercept, Air Superiority, Tactical Air Command and Ground Attack. Others when possible, but with no more than 7LS invested there all the time its possible to keep everything important up to date with proper rotation.
  340. Fighter/Bomber to Interceptor is absolutely necessary if You decide to use Fighters instead of INTs.
  341. What to avoid? Strategic Bombing Tactics. Same as with bombs - I'll explain later (in Barbarossa part).
  342. Bomber techs. All those runway cratering, logistical strikes etc. I don't use them. Heretic, I know. Good old brute "Ground Attack" does the job perfectly for me. Most of techs here focus on damging stuff that I'll need soon for my own army so it will be simply not wise to destroy it. Especially when we talk about Logistical Strike... In Russia.
  343.  
  344. Command
  345. Command Structures - Top priority.
  346. HQs. We use those as combat units so research atlest enough to equip all mobile armies and corps with them. After all are done keep researching them. Even if You choose not to build them techs still grant bonuses.
  347.  
  348. LS distribution by year
  349.  
  350. 1936 - Click image for larger version
  351.  
  352. Name: LS 36.jpg
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  355. ID: 121667
  356.  
  357. 1937 - Click image for larger version
  358.  
  359. Name: LS 37.jpg
  360. Views: 245
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  362. ID: 121668
  363.  
  364. 1938 - Click image for larger version
  365.  
  366. Name: LS 38.jpg
  367. Views: 188
  368. Size: 31.6 KB
  369. ID: 121669
  370.  
  371. 1939 - Click image for larger version
  372.  
  373. Name: LS 39.jpg
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  375. Size: 31.7 KB
  376. ID: 121670
  377.  
  378.  
  379.  
  380. IV) POLITICS
  381.  
  382.  
  383. MINISTERS
  384.  
  385. Foreign Minister: Goebbels. Lower CD demand and bonus to Research Efficiency. Penalties are minor really.
  386.  
  387. Armament Minister: Schacht. IC Efficiency bonus. 10% MP penalty may be considered big but its not dramatic.
  388.  
  389. Minister of Security: Diels. Four bonuses, no penalties. Money, Counterespionage and Party Support - one of the best available ministers.
  390.  
  391. Head of Intelligence: Schacht. IC Efficiency again. 10% total. Both his variants give 5% Money penalty but thanks to Diels its all even out.
  392.  
  393. Chief of Staff: Bayerlein. Org. Regain and Supply Throughput bonus. Second one is a must have for Russia and during other wars is also quite usefull.
  394.  
  395. Chief of Army: Blomberg and after this affair with his wife any othe with -10% Supply Consumption trait. Divisions requiring less supplies are easier to supply. Old Chinese proverb.
  396.  
  397. Chief of the Navy: Reader. Because I like him.
  398.  
  399. Choef of the Air Force: Goering. Air Org. bonus and Ground Attack efficiency (for a player that uses only this) are great bonuses.
  400.  
  401.  
  402. LAWS
  403.  
  404. Civil Laws. From day one we tone it down to "Repression" for that extra 5% IC efficiency. Our Intelligence bonuses are much lower but those are only bonuses. We still have 3 bars of spies working on catching enemy spies and Diels for espionage bonuses.
  405.  
  406. Conscriptions Laws: this is changed a lot. All info about that is scattered across other parts - mostly Production
  407.  
  408. Economic Laws: Full Mobilisation. Why not War Economy? It increases CG demand a lot (both raw number and +1% daily dissent) and comes with 5% LS penalty. With Full Mobilisation we have slightly less IC, but more LS
  409.  
  410. Education Laws: Massive Investment all the time. It gives LS!
  411.  
  412. Industrial Policy Laws: Mixed Industry from day one. 20% total IC bonus and 5% IC efficiency for 8% CG demand increase.
  413.  
  414. Press Laws: tone down to State Press. IF efficiency is once again a reason for that. It will grant us 18% IC efficiency with Repression and 2x Schacht.
  415.  
  416. Training Laws: as simple as possible - while building go with Minimal Training, while fighting go with Specialist Training. Our units wont take so much time to build and reinforcements won't be untrained conscripts.
  417.  
  418.  
  419. V) INTELLIGENCE
  420.  
  421.  
  422.  
  423. Domestic spies
  424.  
  425. 3 bars in counterespionage and 1 in support our party. Counterespionage is the key to high party support and in the effect to more leadership. Main reason why our party popularity drops to low and very low are enemy spies. Most of the time AI puts them on 2 types of the missions – tech espionage and support our party which is different for each country. Because of that we may end up with dozens of spies rising opposition parties org. By focusing on counterespionage its possible to reduce this threat to the minimum. It isn't I WIN button though. Our party popularity still may drop below medium because its random to some extent but it will go up very fast. Later all the events and party rallys will help keeping it on high/very high.
  426. Counterespionage wont help much against stealing our techs. Most major countries are spammed by minor with spies on tech missions and catching all of them is simply impossible. Some of our techs will be stolen, but in 99% cases it isn't anything important and even if some minor county steal some awesome techs from us it may be impossible for them to use this. Quick example: Estonia stole HARM from me few days ago. On top setting AI on Hard makes it easier for them to keep all major techs up to date (ahead in some cases - having even +30% research eficiency helps a lot)) and in the process even if they steal something from us there is big chance that they already have that tech researched.
  427.  
  428.  
  429. Spies abroad
  430.  
  431. First thing first. Austria - 3 bars as country and 3 in Support Our Party. This will give us option to annex them somewhere around September/October '36. When it happend I always choose 500MP option. And for now 1 bar in Italy with focus on Covert Missions. It wont give much at the beginning but once there will be 10 spies working on our southern friends we will start lowering their neutrality. Thanks to that we can invite them into Axis very early and profit from supply and research eficiency bonuses for longer time.
  432.  
  433. Once both initial targets are full with spies and we have some spare ones (30-40) sent them to Russia, UK and USA.
  434.  
  435. Russia - support our party. This will eventually lower ruling party support and remove all bonuses that comes from it. Also it will make combat in Russia slightly easier because it also lower their Territorial Pride bonus. But most important things happen when it hits low or very low. Penalties to LS, TP and NU will become much bigger and will have huge impact on everything. Russia never had much LS. Even on Hard it isn't crazy number and if You manage to lower it by 4 or 8% it will have huge impact on their research and officers ratio - on Hard little less thanks to huge bonus to officers recruiting but its still something and in this game we don't have one huge I WIN modifier, but hundreds small ones which combined grant us victory. Once the Barbarossa starts and SU gets some nice events increasing their party popularity all penalties will go away. But here's the tricky part. Lets say it was on "Very Low". I don't remember exact value but generaly all those events will bump it to "Medium". No penalties for them anymore? Not exactly. If we don't sabotage their party its popularity will be at "Medium" to begin with. Now add events to that and we have "Very High Popularity" strategic effect kicking in. They will have +8% to LS, +6% to TP and +0.3 NU/day. Good luck with those strategic bombings now. And this is default setting if we don't do anything about that. Anything else makes them weaker.
  436.  
  437. UK - start with rise threat. This plus lower ITA neutrality will only speed up inviting Mussolini to Axis. Once this task is done switch to Tech Espionage or just remove spies. With research bonuses for UK it gives quite nice chance to steal some good techs. It may not be most effective use of LS but sometimes with little luck something really usefull may get stolen.
  438.  
  439. USA - if we decide to do some Tech espionage USA is another great country to do that. Their counterespionage bonuses are very weak so keeping 10 spies there isn't big problem.
  440.  
  441. Is tech espionage worth LS? Here is list of techs I managed to steal from UK and USA in before beginning of war: Destroyer Escort Role (1), Light Bomber Prototype (2 and later 3), Light Cruiser Armour (4), Destroyer Engine (4 and later 5), Twin Engine Bomber Crew Layout (1), CAS Prototype (2), Gun Ability (2), Ammunition Capacity (1), Interdiction Tactics (3) and Marines activation. Some of them are close to worthless but sometimes something like "Marines" happens.
  442.  
  443. Now only thing to do for longer time is to track if we create enough spies to keep 10 everywhere.
  444.  
  445. After few years (usualy 1938) most democratic countries will gain access to better laws giving much better counterespionage bonuses. This will make spying on them very hard and will require much more LS. If I have some extra LS (mostly thank to very high party pop.) I try to keep max numbers in those three countries. If they die too fast I simply remove them from UK and sometimes also from USA if needed. At this point LS is becoming much more important because we need to start worry about officers ratio.
  446.  
  447. Of course we can send spies to other countries too, but to be honest most of the time its just a waste of LS. Simple example - France. I tried few times to lower their NU as much as possible. After almost 4 years effects were rather small. Yes, their NU was lower than usual but it shortened war against them only by few days.
  448.  
  449.  
  450.  
  451. C) GENERAL INFO
  452.  
  453.  
  454. Convoy raiding.
  455.  
  456. Stage One.
  457.  
  458. After Fall of France its time to start working on UK merchant fleet. We split our submarines into two groups. First consist almost all our Coastal subs. Second only 8-12 CSubs and all Submarines. CSubs go to Amsterdam and ports in Norway. Submarines to Brest.
  459. But why build Costal SUBs anyway? Yes, they are simply worse than classic Submarines but they have other advantages. First of all they're expendable. We will use them to attack convoys near British costline and ports. This will make them very easy to find and destroy. And even if they get destroyed its not a huge loss. They are cheap and fast to build. They also work as quite good distraction to British ASW fleets. They will chase our easy to replace units around Isles while rest of our SUB fleet will decimate convoys in North Atlantic.
  460. In Stage 2 we can easily replace them with standard SUBs but untill then they will their job just fine.
  461.  
  462. Now we split our Coastal Subs to groups of 4 and SUBs to 2. Smaller groups won't have good enough stats to even find convoys. In addition I didn't used naval leaders this time. Now, this have pros and cons (as everything). First of all our convoy raiding will be less effective. Its nothing dramatic - UK will be forced to build only convoys very often but its still noticable. And in this case our leaders obviously won't get any XP. But they will be alive. Of course I could use all those lvl 1-2 leaders but on the other hand they won't give huge bonus and later even if their skill rises enough it won't matter - UK merchant fleet will be dead anyway.
  463. Thats for theory. In practice only SUBs that suffered major losses were Coastal SUBs. As planned really. But for standard Submarines even if I would use best possible leaders maybe 2 or 3 of them will be dead before Barbarossa. Rest propably will be sitting at lvl 5-7 at this point so judging from own experience (and mistake) I can clearly advise You to use them. But do this at Your own risk. It won't be my faul if Reader and Donitz die in one day
  464. I didn't removed this part above just to write this:
  465. Absolutely ALWAYS use anval leaders for convoy raiding. In current campaign I used leaders for all 2xSUB fleet and it really made the difference. Convoys are dying like flies, UK almost can't keep up with building new ones. Ofc, some of my naval leaders died in the process (inluding one with lvl6).
  466.  
  467. Once everything is set its time to move our SUBs to battle positions. Coastals as stated before will be used in close proximity of British Isles. Don't be affraid to send them to Liverpool, Scapa Flow or Dover. Remember - they are expendable. Our main forces are standard Submarines. There are two things to remember here. First is to where send them, and second how to do this. Answer to first is simple. North Atlantic. Just cover in them whole area between Brest and Greenland in them. Also remember to send few near Spain, Portugal and Ajores (Azores). The tricky part is "how". Never, absolutely never send all of them at once. Just imagine running straight into random Deathstack with X British Battleships and Carriers. Boom. Half our submarine fleet dead. Send one fleet north, one south and one in the middle and to farther sea provinces. Once they move 2-3 provinces move next fleets to closer provinces. Rinse and repeat untill whole North Atlantic is covered in Submarines. Its little troublesome yet very effective way to avoid loosing huge numbers of SUBs to bad luck really.
  468.  
  469. At this point I should explain what to do with unique Submarines. They have quite high XP and over 100% strength. So stack all 12 of them into one fleet, assign Reader or Donitz and send them on patrol in area where lots of enemy ASW fleets gathered. Now enjoy the slaughter. As long as they won't run into 2-3 CVs they will sink or deal heavy damage to everything. As for CVs - avoid, for the love of God avoid. Best thing to do is to stay in range of our own INTs. This narrows our hunting grounds a lot but atleast our losses will be minimal.
  470.  
  471. Since we are already on a subject of planes. Now its good time to use our Naval Bombers. First little explanation. They're not ment to decimate Royal Navy. Their main job is to harrass them. Especially at early stages of war lots ASW ships will be running around alone. If such ships is attacked by 4xNAV in best (for them) case it will loose almost all Organisation and will retreat to nearest port. One less ASW ship to worry about. And with higher techs our NAVs will start to regularly sink single DDs and CLs. With little luck something bigger might go down, but it happen mostly if we sent them after fleet that was recently attack by our Anti-ASW U-Boot fleet. There also no point in using them for convoy raiding. We didn't build tens of submarines to use other units for their job. And never send them too close to British Isles. RAF will quickly show You how good are NAVs against 3xINT.
  472.  
  473. Biggest help with dealing with Royal Navy are Italians. Once they join the war (on their own or by Call to Arms) Royal Navy will have two things to worry about and thanks to AI stupidity it won't be able to deal efficiently with both of them. Propably it will fail at both of those tasks. As in this campaign.
  474.  
  475. Stage Two.
  476.  
  477. It begins after taking Spain, Portugal and - especialy - Ajores (Azores). Now this is magnificent base to attack UK convoys. From here we can cover 2/3 of Atlantic. Its also great base for later attack on South America and USA. With Spain as Puppet we also have access to their ports in Africa. Don't expect too much from them because they will propably fail at delivering bigger ammount of supplies to them but still enough to supply few Convoy Raiders. With those we can attack convoys near Cape Horn.
  478.  
  479. With new bases at our disposal we can as already said cover much bigger area. But this requires much more SUBs. Thats why I earlier advised to build as many of them as possible. If You didn't before now its time to turn off "Convoy Sunk" popup window From now on our SUBs cover so big area and there is so many of them that it will be simply impossible for RN to affect our actions in any way. Just send new SUBs to replace sunk or the ones that retreated and You can enjoy pure mayhem on the seas. Same deal with NAVs. New aiports are now available and with Gibraltar gone UK is forced to go around Africa so they don't have anywhere to run. We know where their convoys and ASW fleets will be and we can easily prepare for that.
  480.  
  481. UK Strategic Bombing runs.
  482.  
  483. Its quite easy to deal with those if our campaign in North Atlantic is going well. UK simply won't have enough IC to build both Strat Bombers and new convoys and escorts. Second important thing is our own air cover. Its kinda obvious but we should have atleast few INT wings protecting most important provinces all the time. This time I used wings of 6. Not because its best mathematically or gives better damage/survival rate. Its simply more practical atleast from my point of view. My standard airfield looks like this: lvl 10 with 8 INTs based there. 6 in single stack and additional 2 on Reserve mission. This setup applies to almost every airfield with INTs. Its also important to not send our planes too close UK. RAF is not so powerfull as in previous versions but there is simply no point in starting fight that gives us nothing.
  484. Now only thing left to do is to set areas for each wing. Just try not to overlap them. You can also set them on Intercept mission above single province. Best option is propably mix of both. With that we can easily intercept each bomber wing 2-3 times.
  485. Of course build some AA guns and Radars in most attacked provinces. Yes, I didn't build them via events. First of all we end up with AA/radar in lots of provinces that AI never attacks anyway. With manual approach we can build them where they are needed. And we get practicals for that, we save some MP and propably IC (5% for 9 months is huge especially if we have 300+).
  486.  
  487.  
  488. Supplies in Soviet Union
  489.  
  490. Topic old as Barbarossa. This time I did exactly same thing as in previous guide with few cosmetic changes.
  491. First of all I choose "Quick War" almost right from the start. So no winter clothes. I was 99% sure that war won't last longer than beginning of November so there was simply no point in gimping myself with those horrible modifiers (especially 10% supply throughput penalty) from equipping winter clothes and I get not so bad bonuses for going that way: 15% org, 15% org regain and 5% combat speed. Worth taking, but only if You are really sure that You can end them in less than 6 months.
  492.  
  493. Once again 2 things have biggest impact on our ability to supply our forces: Train events and Transport planes. First ones are rather simple. You take certain city and You can choose to build railroad there which will provide extra supply trhroughput or increase Infra in whole area. There is 500MP requirement for those decisions to appear but besides that only cost is some MP and 5-15% IC penalty for few months. It lasts longer than actual war but its one of the things that keep our offensive going forward so take it. Especially if You decided to not build Heavy Transport Planes or build less of them.
  494. And since we are already on topic of Heavy TPs. What is best way to use them? Start in Berlin. Stack all of them there. This way we won't have to worry about getting supplies to the airfields on which we put our planes. They are already there and supply stockpile will never end. Obviosly even with their awesome range HTPs won't be able to supply our troops near Moscow and beyond but at this point locations like Riga or Sevastopol should be open for bussiness. Send convoys to such ports (do that anyway with every port that You capture. Its free and cheap supply depot) and then move 10-12 HTP there. Wait few days untill convoys reach their destination and supply stockpile will grow a bit.
  495.  
  496. Once our supply network is set we have to choose what to supply first. Obviously "Red" units first. If our divisions are waiting for supplies send some HTP to them. You may want to not do that of course if we are talking about single INF divisions that is reinforcing behind our lines, but if its frontline units it should be flooded with supplies immedietly.
  497. Second option is to keep supplies flowing all the time. Don't wait for our tanks to stop in the middle of nowhere. Keep HTP above them all the time. With total air superiority (more on that later) and with more than 40 HTPs its quite easy to achieve. It works best on major attacks like Moscow or Stalingrad. This makes simply impossible for our offensive to be stopped by lack of ammo.
  498.  
  499. Next supply help comes from ministers. Fritz Bayerlein is key here. He gives 15% bonus to Supply Throughput.
  500.  
  501.  
  502. Strategic bombing during Barbarossa
  503.  
  504. My only goal is to reduce Soviet NU. Attacking industry isn't so important because they won't manage to build much stuff in those few months.
  505. Maximum NU penalty for startegic warfare is -2/day. To reach this value we will need only 4 Med. Bombers in 2 wings. Send them to Archangielsk for Soviet NU to hit 100% after few days/weeks after Barbarossa start. Now start bombing runs.
  506. Obviously sooner or later our bombers will reduce IC and resources in targeted provinces to zero and SU will stop getting NU penalty. I already showed how to avoid that in Research part - avoid reseraching techs that increase Strategic Attack (heavy bombs) and Strategic Bombing Tactics which increase efficiency of our Strat. bombing runs. This way we will deal minimal damage to enemy IC and resources but they will still get -2NU/day penalty. Thanks to all that we can bomb only 2 provinces all the time without worrying about finding new targets.
  507.  
  508. Air Superiority over UK
  509.  
  510. Its actually not that hard... The tricky part is to beat the crap out of Soviets first
  511. But seriously. Once You have nothing else to fight and more than 1k IC to use all it takes to gain total air superiority is little micro.
  512. Most important part are numbers. Once You gain upper hand over RAF you should never loose it. Sheer difference in IC will win this for You. First step is to spam southern UK with Air Superiority Missions. Why AS not Intercept? With AS planes fly to one province and will sit there untill destroyed or recalled. Its better in the long run because it lowers a chances to do accidental flyby and getting intercpeted over airbase with radar - which gives extra bonuses to the attacker because of Radar Bonus and Base Proximity. And this also gives us general idea where to send our Ftr/Int wings: far from occupied bases and far from radars. Send 4-6 wings and let RAF intercept them. Both sides will take losses but we are the ones with IC advantage and at this point much bigger number of planes. Rotate them, replace heavily damaged wings and RAF will never regain air superiority over its own lands.
  513. Once RAF is no threat to You You can start bombing UK cities. But once again there are things that should be avoided. If You don't want to face massive losses don't ever send bombers over provinces with AA. Yes, it shortens the list of possible targets but You still do some nice Ground Attacks and Strat Bombing runs lowering their IC and NU a lot.
  514.  
  515.  
  516. D) EXECUTION
  517.  
  518.  
  519. I) PRE-BARBAROSSA
  520.  
  521.  
  522.  
  523. Here I'll briefly explain what, when and why I attacked before taking on SU.
  524.  
  525. I said it before, and I'll say it again: im going ahistorical way. Not some dramatic "lets conquer Iraq in 1937" but still.
  526.  
  527. 1.IX.1939. This is the day that war starts. On 3 different fronts. As You can see on attached save I attacked Poland, Denmark, France, Belgium, Netherlands and Luxemburg at the same time. With all land units already available we have army big enough to deal with it.
  528.  
  529. Poland.
  530. Its never hard country to beat with all important VPs being close to borders and thanks to being already surrounded by Germany. I attacked them with 4 armies: 2 INF, 1 LINF and 1 Mobile. Main assault was made by mobile forces. Those attacked toward Łódź, Warszawa and Kraków (here, have original spelling ). So 3 of 4 VPs needed to force Poland to surrender are taken by one army. Last one - Gdańsk is target for INF and LINF divisions. Other axis of attack can really be skipped but its still good for gaining some experience and rising battle count for CoC techs. After around 2 weeks war was over.
  531.  
  532. Denmark.
  533. Its one of the most straightforward campaigns. Without modifiers from Wesserbung (-50 NU) we need to take all their VPs. Not much to explain here really.
  534.  
  535. Low Countries and France.
  536. Belgium and Netherlands are attacked only by INF and LINF divisions. We push slowly toward Amsterdam and Bruxelles. No rush here. Both countries gonna be surrounded by our forces attacking through Luxemburg and Adrennes anyway. Also dont send tanks there. With all those rivers they gonna be close to useless most of the time. Main problem here are forts in Belgium - mainly in Bruxelles and Antwerpen. Those can stop our advance for some time. Remember to attack from as many directions as possible and it will be fine.
  537.  
  538. France
  539. My main route is almost always through Luxemburg. Next in the line is whatever province that is weakly defended. With little luck one or two may be even empty. If that happens move fastest unit there. One - not all. Just in case some random division pops up from nowhere. This time it was one of the most unlucky campaigns in long time. Every province full or some mobile division popped hour or two before my units arrived. It took me almost 2 months (Paris fell on October 26th) but its still not bad result. Seen faster, done faster but thats not the point. Comparing to historical approach we are more than a half year ahead of time anyway. So take Your time even if it last 3 months. France isn't affected by Mud or Deep Snow so don't worry about that. Just continue looking for weak spots and avoid rivers (its actually only hard part in France especially if half of our units aren't equipped with Engineers).
  540.  
  541. Now, there are two other things that may become quite big problem. UK Marines. AI likes to send dozens of them to continental Europe. Numbers + good unit stats = stack hard to crack. Thankfully they are usually stacked in one place. Other thing are French Army HQs. They are equpped with INF. TANKS which makes them very resilient. Keep close eye to 1st (2 brigades) and 3rd (4 brigades!!!) Army. Treat them as random province with fort - surround with minimal required forces, bomb 24/7 and move around them.
  542.  
  543. I don;t create Vichy - whole France will be occupied. TO get as much as possible from that choose "Retake our Cores" as first war goal and after a month just add "Conquer".
  544.  
  545. Norway and Sweden (puppet).
  546. We start with Sweden. We puppet them to keep Swedish Steel strategic effect alive. Initial attack takes place from Copenhagen. Malmo is usually defended by single garrison unit so taking it won't take much time. At the same time we do invasion near Stockholm. 4-5 INF divisions should do the trick. Only thing to do here is to move to VPs. Little rush is advised since Mud and Snow may hit us any time at this time of year.
  547. Norway is target of two consecutive naval invasions. I only had 4 Assault Craft available so simultaneous invasions were out of the question. We attack Oslo first and later Bergen. Nothing fancy here. Take those two and Norway is ours.
  548.  
  549. Portugal and Spain (puppet).
  550. There are two ways of taking Portugal. I decided to do naval invasion protected by Subs. Second is Para drop on Porto and after taking it just tranposrt land forces there.
  551.  
  552. First step here is to STOP convoy raiding near Portugal and Spain coastline for few weeks. This will make UK fleets leave the area searching subs elsewhere. Now and only now proceed with naval invasion. You may still run into Royal Navy but the chance of that is simply lower. And as long as there won't be any CVs our SUBs and NAVs should take care of that problem.
  553.  
  554. Portugal is easy. 4-5 INF should be enough to capture it rather quick and without problems. Much harder part is tranporting troops required to attack Spain. I used 4 armies - 2 Mobile, 1 INF and 1 LINF. It will take few weeks to tranport them all and it also will be first occasion to use our Heavy Transport Planes to help with supplying all those units. Once everything is set we can finally attack Spain. Mobile forces should (as always) attack in plain terrain. There 4 roads fitted perfectly for that. From France along north and south coast, and from Portugal one is leading straight to Madrid and second allow us to quickly surround Gibraltar and all Spanish VPs around that. Execution is rather easy. Spanish forces are spread out, terrain is in our favor mostly. Only thing to do is to make breakthroughs, encircle when possible and finish off with infrantry. It still can take some time because we need to take almost all VPs.
  555.  
  556. Last thing to do here is taking Gibraltar. Fort Busters will be required for this.
  557.  
  558. And why puppet Spain? To gain access to their bases in Africa. It will make retaking North part of this continent much easier. Okey, not this time since Italy did awesome job and when I took Spain they were fighting near Jerusalem but it happens very often.
  559. Also its allow us to get Gibraltar strategic effect without actually landing in Africa.
  560.  
  561. BATTLE PLANS
  562.  
  563.  
  564. II) BARBAROSSA
  565.  
  566.  
  567. Im finally here. Lets not waste time. I have to excuse all of You before I start. I was os focused on playing that I simply forgot to make any screenshots or saves for whole month between 22nd June and 22nd July... And You will see why it may be a problem.
  568.  
  569. OOB
  570.  
  571. AG NORD:
  572. 1 Motorized Army - 2 corps - 9 mobile divisions. All those SS and starting Panzer divs are grouped here.
  573. 1 Infantry Army - 4 corps - 17 INF divisions
  574. 2 LINF Armies - both with 16 LINF divisions
  575. 1/2 LINF Army - 2 corps - 8 LINF divisions.
  576.  
  577. AG MITTE:
  578. 2 Panzer Armies - 4 corps with 8 Panzer and 8 Mot. Inf divisions each
  579. 1 INF Army - 4 corps - 17 INF divisions
  580. 1 LINF Army - 4 corps - 16 LINF divisions
  581. 1 ort Buster Army - 1 corp - 4 Fort Buster divisions
  582.  
  583. AG SUD
  584. 1 Panzer Army - 5 corps - 8 Panzer and 8 Mot.Inf divisions and 4 Heavy Armor divisions
  585. 1 INF Army - 4 corps - 16 INF divisions
  586. 1 LINF Army - 4 corps - 16 LINF divisions
  587. 1 MTN Army - 2 corps - 9 MTN divisions
  588. 1 Paratrooper Army - 1 corp - 4 Paras divisions.
  589.  
  590. As support 9x6 INT wings (with more set on reserve missions) and all available (104) Medium Bombers.
  591.  
  592. Direction of attack for each AG are rather standard. Nord will go for Leningrad, Mitte - Moscow and Sud for Stalingrad.
  593.  
  594. Day 1.
  595. Most important thing on Day 1. If You choose to launch all decisions and events remember to do that immadietly one after another. They spawn Border Guards units which may seriously screw your attack if You already taken some provinces.
  596.  
  597. For Nord main attack goes through Kalvarija and later Mariampole. As usual goal is to reach Riga as fast as possible and create huge pocket there. We don't have many mobile units here so we gonna support that attach with LINF. Terrain here is mostly woods/forests and marshes so they will do better job than most Panzer divisions. Our INF divisions wait for their turn for now.
  598. We also attack far north with naval invasion near Murmansk.
  599. Mitte starts with two major attacks. First is panzer breakthrough made by Rommel and Guderian in Zambrów and Łomża. Attack only with Panzer Divisions. Don't use Mot.Inf. now. Those divisions should avoid combat as long as possible. Move them only to empty provinces and to overrun retreating enemies. They should combat first time after 3-4 weeks and only in situation when there are no other units that can launch an attack. In any other situation let them wait.
  600. Target for second attack is Brześć Litewski. Use Fort Busters to attack it directly and LINF to encircle it from south. Don't waste mobile units here. Their goals is to reach Minsk as fast as possible. Getting to Minsk means that we have left behind difficult terrain - woods and marshes and now our mobile divisions can show their full potential. But first thing first. LINF and INF divisions that arent attacking Brześć Litweski or supporting our tanks should attack Pinsk Marshes.
  601. Mobile divisions from Sud are attacking through Zolkiev and later Krasne and further toward Odessa. Souther part of the front is as always easiest one thanks to Romanians keeping SU forces busy and giving us time to encircle and destroy them all. Here we have HARMs so use them for initial attack. They will destroy everything quickly and we can move forward. Same rule as with Mitte: attack with tanks, move and overrun with Mot. Inf.
  602. Our MTN and some INF will keep Soviets in Sanok, Turka and Jaworow busy while rest of INF will support mobile units.
  603. Our LINF Army will attack along southern edge of Pinks Marshes and toward Kyiv. Only problem here will be initial breakthrough - whole border here is along rivers.
  604.  
  605. Air battles. We have enough INTs here to cover our bombers easily. Any air cover is requires only for the first few days. With around half of them on Intercpet duty and second half on Air Superiority over key airfields taking down every Soviet plane won't be hard task. Other thing is that our land forces will move fast. Really fast. Once they capture airfield they will force enemy planes to rebase and in the effect reduce their Org. And Soviet planes will never have enough time to regain it fully. Our land units will take one airfield after another forcing them to do constant rebasing. This will clear skies for our bombers better than any INT unit in game.
  606. Now for bombers. As long as STR of our bombers is above 80% there is no excuse for them for sitting idle. Send them somewhere and bomb something. Do recon. Anything. We didn't build more than 100 od them to just brag about it. First of all bomb frontline units that are currently attacked. Second: bomb units behind fronline in provinces that will be attacked soon. And I don't mean one province. 3-4 provinces deep. Also look for HQs. Those are easy to destroy leaving empty provinces ready to be captured by our mobile forces. Never attack HQs with land forces. Its a mistake. HQs should be destroyed from air.
  607. Theres one more important type of target for our bombers. Shattered units waiting for reinforcements. AI tends to stack them (especially HQs) which makes them perfect targets. Its especially usefull if such stack is right on path of our mobile forces. Its same as with single HQ - don't attack with land unit (and stand still with 20-30 combat cooldown) when You can bomb them and just move on.
  608.  
  609. After one week almost whole frontline collapsed. Only parts that wasn't destroyed were the parts that was supposed to stay untouched for now. Brześć Litewski was already surrounded and our mobile forces from AG Mitte rushed toward Minsk. Little south our LINF successfully cut of divisions protecting border from Pinsk marshes avoiding lasting weeks battles in this difficult terrain.
  610. AG Nord pushed forward slowly but still managed to cut off all divisions in Lithuana. I left mostly INF and few LINF divisions there. Rest of AG pushed north with only few divisions attacking toward Tallin. It took almost whole month to destroy all units in that pocket. Same situation happened for AG Sud. Soviet divisions encircled within first few days fought for 2 more weeks. I left INF and HARM with them so my fastest units were free to move east. Traditionaly with most units surrounded almost right from the start there wasn't much fighting in Ukraine. Just push forward and destroy single units popping here and there.
  611. AG Mitte had little luck. Retreaitng and redeploying Russian units created 3 provinces long road simply asking for para drop. And it happened. Few hours later my mobile divisions arrived there. This allowed my forces to reach Minsk much faster than planned and helped with cutting some divisions from entering marshes. AG Sud LINF divisions in same time enetred Pinsk Marshes from south clearing it from any units that somehow managed to retreat there. Whole operation took around 2 weeks with heavy bomber support.
  612.  
  613. Next 2 weeks were simply rush forward. At this point most Soviet units was destroyed. Overrun is great thing. Any units that were left were easily surrounded and quickly destroyed. After exactly 4 weeks first Conscripts arrived. As You can see on screenshots They can't change much since Red Army is no more.
  614.  
  615. I forgot to mention. I run into Beria somewhere before. Sadly he shattered and respawned God knows where. I found him few weeks later few provinced behind Leningrad.
  616.  
  617. Back to topic. My forces were very close to Moscow already. This happens when our fastest units can go 8-9 kph in good terrain. This is maximum speed for Mot. Inf. divisions with my setup. After terrain is cleared out out of enemies they move so fast that I actually had to strategicaly redeploy some of my Panzer Divisions to keep up with Mot.Inf ones. Not to mention INF or LINF.
  618. So lets conclude. Wiping our almost whole Red Army took me 4 weeks. In this time my divisions were 3 provinces away Leningrad and 5 from Moscow. Sud was little slower but it had to reqgroup after finaly clearing that pocket created in first days of war.
  619.  
  620. Click image for larger version
  621.  
  622. Name: AG SUD 1month.jpg
  623. Views: 588
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  625. ID: 121660Click image for larger version
  626.  
  627. Name: AG MITTE 1month.jpg
  628. Views: 415
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  631.  
  632. Name: AG NORD2 1month.jpg
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  635. ID: 121662Click image for larger version
  636.  
  637. Name: AG NORD1 1month.jpg
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  640. ID: 121663
  641.  
  642. Second began with prapration for encircling Moscow and Leningrad. There wasn't much fighting really. Only Russian Armor divisions tried to defended some key provinces around Moscow. Beside that Consripts were taken out by LINF (not being able to pierce even TD armor hurt them a lot) and AG SUD finally got stacked together and rushed toward Stalingrad.
  643.  
  644. Far north lone 6 LINF divisions around Archangielsk had to defend against few attack made by Conscripts and 1-2 Panzer Divisions. Those were actuallt quite dangerous and repelled only thanks to heavy air support.
  645. Around 15th August I managed to surround both Moscow and Leningrad. My Fort Buster were already close to Soviet capital and attack started few days later. Most of the time they attacked alone without any other support. Moscow fell after less then 2 weeks. Stalin died there. Beria was already far away. As soon as I took Moscow I redeployed Fort Busters to Leningrad. As clearly visible on ss AG Sud and Mitte dont have anything to fight against while Nord had to face quite big number of enemy units. Most of them didn't posed much threat but they still managed to slow down whole attack.
  646.  
  647. Click image for larger version
  648.  
  649. Name: AG SUD 2months.jpg
  650. Views: 364
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  652. ID: 121664Click image for larger version
  653.  
  654. Name: AG MITTE 2months.jpg
  655. Views: 374
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  657. ID: 121665Click image for larger version
  658.  
  659. Name: AG NORD 2months.jpg
  660. Views: 470
  661. Size: 801.2 KB
  662. ID: 121666
  663.  
  664. "Stalin dead" and "Fall of Moscow" events popped on September 2nd. I had little luck with Stalin one because it was the one with high NU hit. Exactly -30 NU. In the meantime my Fort Busters were halfway to Leningrad and Stalingrad was almost surrounded. Saratov was already taken, and my units were closing on Kyubyshev and Kazan. MTN divisions moved toward VPs in Caucasus. Some LARM divisions arrived near Astrahan but they couldn't do much against my divisions dig in behind rivers. Far north my divisions from Archangielsk finally managed to meet with other units from AG Nord cutting off huge Soviet forces.
  665.  
  666. During next two weeks my Fort Busters took Leningrad, Beria died, Kyubyshev, Kazan and Astrahan all fell into my hands.
  667. Taking Leningrad made surrender progress reach 100%. On September 19th war against Soviet Union was over.
  668.  
  669. Now. It took me less than 3 months this time. I had some luck with events. -30NU hit was huge. But even getting lesser (-10) option wouldn't made war last longer than 2-3 weeks max. I still had Stalingrad to take, all Caucasus VPs and events for Beria death, fall od Stalingrad and Leningrad. It will easily make up for that 20NU difference in Stalin events.
  670.  
  671. I didn't had to fight any Guards divisions this time and deal with Mud or Snow
  672.  
  673. 2 years and 19 days. This is the time required to create empire from Portugal to Siberia.
  674.  
  675. I'll end for now. When the new version comes out I'll try once again to recreate all this stuff, update savegames and add tactics against England, USA, conquer of Africa etc. Also if I by any chance skipped anything or forgot about something let me know. Im sick, tired and its late here.
  676.  
  677.  
  678.  
  679. HERE ARE ALL SAVEGAMES FROM THIS CAMPAIGN. - ver. 7.3
  680. Made usualy every six months with exception to war times.
  681.  
  682. 7.4 SAVEGAMES
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