Re: invasion strategy against Germany
Originally posted by zsolo
These days I'm preparing for my first multiplayer game with UK. I assume that cannot do much against Germna plans conquering the Low Countries, Denmark, Norway, (Sweden?) and France. BUT it came to my mind that after achiving all this, th Wehrmacht should be able to guard almost two dozens of beaches. Assuming that not more than 2 inf divs + 1-2 level coastal forts will be assigned to that task (otherwise I see no chance for Barbarossa) I see lots of opportunities for UK invasion forces after the East Front pulls away the mass of German forces.
Any suggestions from your experince?
There are other ways to slow Germany down.
The first most important thing to do is to review your group rules, determine which of the pieces of advice I give you are applicable.
1. Embargo: First use all your surplus coal to purchase all the rubber you can off the world market. Make 3-1 or 4-1 trades. Next identify your allies and ask them to use thier surpluses to purchase oil, or more importantly get the U.S. not to sell its oil on the WM. Most German players can get thier resources via other deals but this costs them more then not having an embargo.
2. Russia: Beg borrow and steal to get the Russians into your game plan. If you can sell the Russians early in MP and get them to be the allied offensive force (the US will become one later) then your golden. Send the russians Rubber for this and dont be cheap.... because if you can hold a hammer of a russian DOW over Germany you make them play your game, Germany dosent want 2 fronts right away.
3. Poland and France: set up convoys to both day one and pump up thier economy. an old MP veteran gave me this tip and although it didnt stop germany they spilled more blood in Poland then normal and that helped.
4. Fortress Britian: The Island of Britian supplies 75% of your IC's, your resources (excluding rubber) and your manpower. Thier are 7 beachheads on the island build costal forts on all of them and fortify each one with infantry. In addition a 3-5 division armor/mech force in central england with engineer brigades gives you a rapid response force. Bottom line Britian should be an impregnable fortress, even if you loose everything else you have an Island that produces what Italy does, and is a great base for allied invasion.
5. Commonwealth countries: Pump them with gold theory techs. They will trade them amongst themselves but the net effect will be better forces which once war breaks out will help the allied cause.
6. France: Its going to fall unless its a human player, the question is when. The longer France survives the better for the allies. You can take military control of France early and gain 40+ inf, and 35 plus ships making your army the largest in the world. My personal recommendation is is to go historical and let france fall.
7. Navy: you have the strongest navy in the world but its spread out. Consolidate it into 3-4 groups. Myself I kept one near britian, one in the Med, one near india and one in Asia. Stacking is an exploit in my opinion. However its in the game and I have used it in the past. Check your opponets disposition if they are okay with stacks, stack that navy and rule the seas.
8. Singapore: Build land and coastal forts for your holdings in In singapore. Even if you have to place 50 troops in all 3 of those provinces to hold it do it. The rubber production from those 3 provinces are enough to keep the UK AND the U.S. economy firing.
9. Gibraltar and Suez: Hold them and control the Med. The rest of North Africa I wouldnt kill myself over but you hold those two key provinces and anyone in the MED once war breaks out isnt going anywhere. Once you know whos trapped in the med move that stack in there, often the Italian player will use thier navy to support thier North African war. Take out the Italian Navy and you deal a blow to the Axis because someone has to either give you the MED sea or commit IC's to naval.
10. Infantry: with the manpower rules adjusted down, pump out infantry. I always have 10 building, they build in 90 days so thats 40div a year. You can support it you just have to be very careful on what you use your other manpower for, remember the US can build tanks and a massive airforce. For me I focused on Navy, a small air force and lots of Inf. Inf auto upgrades and put them in a fortress with a skilled general and you have one tough nut to crack.
These are general advices, they arent gospel. I have been defeated as the UK, and have won. The key is to determine what your house rules are, and what the dispostion is of the group your with. Some like historical games, some like to wing it with the game mechanics, which ever it is make sure you work within the group rules/desires you will have a better MP game.
What ever the rules are remember as the UK your one of the few majors who are forced into a somewhat historical defensive war because of the empires size and your limited manpower. Remember 9 times out of 10 you have the ace in the hole the Americans. Unless the US player plays ahistorically, no matter how bad it gets when they come into the war they should be able to change the dynamics to the point where you can go offensive.
With all that infantry built, and a few small mech armor divisions you should be able to hit the Axis with small raids but remember the UK game is one of survival. I have been in games where Germany DOWED in 36 and I amphibed in Rostock, sure you can do it, but my advices are based on my overall expirence and that has been that the German player is rarely reckless and understands the WE systems, and relationships as well, if not better then anyone else in the game. If that isnt the case normally its a short game.
Good luck