PLAN 1B - INFANTRY AND ARTILLERY
This plan economises on manpower by building lots of artillery therefore preserving and increasing firepower for the maximum ground unit build.
174 Infantry Brigades (3.33 mp)
174 Artillery Brigades (1.33 mp)
In divisions of 2 Inf + 2 Art. This costs 9.33 manpower per division and leaves me with about 40 manpower for HQs (which cost 1.67 manpower each) and reinforcements for peacetime manpower losses. This build actually uses less manpower (by 10) than the 250 infantry brigade built in plan 1A so it is looking quite attractive if we can afford the IC as it leads to 348 brigades in low frontage high firepower divisions. The only weakness is that the divisions do not have particularly good defensiveness, toughness or "strength". With appropriate techs this will be quite a significantly more powerful force than the infantry build if the scale of artillery production is possible. The officer ratio was at 110% at the start of hostilities which is a lot lower than the infantry build be we have a lot more brigades and significantly more tech to research.
Carrying out plan 1B leads to the above force being fully reinforced and upgraded (including mobilisation) just in time for a war start of 1st of September. Interestingly this represents a larger army than the entire French and British contributions combined (kind of depressing isn't it).
Achieving this plan does require all the economies that can be managed so it is a tight squeeze but seems to work fine if all you want is a powerful ground force. Given that this seems to be the basis of the optimum ground forces plan it is worth looking at in more detail towards the possibility of discussing further optimisation.
Game sequence
- Start the 5 "industrial techs" - agriculture, education, production, efficiency, supply
- Reorganise existing ground forces
- Destroy all existing HQs and replace with new ones providing a full hierarchy
- Use minimum number of HQs
- Install logistics leaders for all corps, army, army group, theatre
- Dissolve navy
- Move all troops to immediate environs of Warsaw to eliminate supply chain losses
- Change government ministers (man of the people)
- Switch to consumer focused economy - reduced consumer goods more than compensate for increased production costs
- Prioritise home spies and prevent new spies overseas
- Put home spies on reducing neutrality
- All excess leadership to espionage until 10 home spies
- Execute one day with production on supply
- Initiate energy trade with China and rares trade with France
- Switch to 3 year draft
- Upgrade and reinforcement spend zero
- Initiate builds leading to slight supply decline
That covers the start up period and is generic to all the plans the follow up over time falls into a number of categories and flags several parallel plans
- Submit all techs required as soon as they are within normal time with priority towards techs that lead to production improvements and unit upgrades.
- Agriculture in 1936 & 1938
- Education in 1936, 1938 step skipped as there is insufficient time to show a "profit"
- Infantry techs in 1936 & 1938
- Artillery techs (if appropriate) as and when (1932, 1934, 1936, 1938)
- Operational Level organisation x2 - orders delay is a critical combat effect and must always be addressed
- Infantry Warfare (inf org) and Assault Concentration (art org) 1936 & 1938
- Execute unit production as rapidly as possible
- Submit waves of units based on total build target with a slight bias towards unit types having lower production. Gearing from unit practicals will favour mass produced units so you can start biased against them.
- Keep reducing consumer goods as and when neutrality falls
- Increase consumer goods as and when new HQs must be added.
- After builds run upgrades and then reinforcements. When surplus production is available mobilise and reinforce to full strength.*
- HQs should be blocked from further reinforcement once they reach 800+ strength to conserve manpower. Fully reinforced HQs don't function any better so you don't need them
- Intelligence operations are non-existent.
- Build up 10 home spies and then stop building up.
- Keep them on reducing neutrality and the extra IC in consumer goods will end in mid-1938.
- Enemy spies will die along the way so no dedication to counterespionage is required.
- After mid-1938 spies can be shifted to increasing national unity but it is not clear how important this is likely to be when actual operations commence.
- In all "events" choose the option which has least impact on production and don't worry about national units, money penalties, party organisation or support. Dissent penalties will cost IC so they should be avoided if possible.
* Mobilisation starts a short period of enhanced reinforcement allowing units to reach full strength in 8 days if already reinforced to full peacetime strength. It also results in significant supply need increases and hence units should be left under strength as long as possible
This now raises the issue of how this plan can be improved
1) Early upgrades
I don't know exactly how the upgrade process works in HOI3 (advice would be useful here) but there are arguments for and against early upgrading of units. We could spend IC on upgrading units as soon as the upgrade becomes available
- This delays builds and hence makes built units likely to be later models and hence reduces the number of upgrades required. Many more units will be built in 1939 when the final model is available
- Early upgrades will be affected by the lower practicals levels applicable at that time. Maximising the current practicals at upgrade implies completing all builds first
- The benefit from late upgrading in a batch are unknown
2) Delayed Tech
I experimented with delaying the artillery techs until artillery practicals significantly reduced their cost. Overall this may have saved around 500 officers so looks to be of dubious value as it costs IC due to built units requiring more upgrades. I intend to drop this idea unless someone can put together a cogent argument for why it should be used.
3) Extra Tech
There is a strong argument for pushing ahead with an extra step of soft firepower tech for all units as the actual cost in reduced officer counts is easily affordable. This looks likely to cost circa 2,500 officers for each tech and also imposes additional upgrade requirements. This is a very attractive step but there are some questions about affordability and whether some other techs (and their upgrades) can be dropped to compensate. The real attraction of dropping techs is the reduction of upgrades as we address both issues.