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Conanteacher

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Apr 8, 2009
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INTRODUCTION

Old habits never die. I first played HoI2 Doomsday in April 2006. All these years I follow the game's evolution, and by now I consider myself a veteran player with much experience, so, combining this fact with my profession as a teacher, I thought it's time to present my personal "Guide for success" or better "Guide for a fun and balanced game". Kind of a strategy guide, that is.

I already planned 5 Chapters for this thread, namely:

1. Research
2. IC and Economy
3. Units - Land, Sea & Air
4. Politics (Intel, Diplomacy, sliders and ministers)
5. Mistakes you might do and how to avoid them.

As you can imagine, this is going to be a huge effort. I hope you forumites will like it. Feel free to ask, argue, add your own ideas to make this a nice collective work.

I will post as soon as I complete a chapter - always with examples and screenshots, so please be patient for any next post.
Thank you in advance for reading.
 
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Chapter 1 - Research

1.1 - Research speed - what teams to choose

Most players don't realise the importance of research speed.
It is the % number at the lower right "overview" panel here

UK1.2.1939.png

This number starts below 100% if you are a major power.
Playing as a regional power or as a minor it is better.

If you want to be at the edge of progress by the '40's, try to raise this number over 120% and keep it there all the time.
Why and how?

Let's analyze the following picture

2- Start.png



Improved Industry is size 4, Jet Eng. Concepts size 10 - If it takes 80 days for Imp. Industry, It'll take more than double (say 200 days) for Jet concepts. That number depends also on tech team skills and research speed.

Res.speed modifier will alter your aforementioned % number.

If I choose Industry, I'll research my next techs with 86 % speed, If I choose Jet, I'll research with 90.7%

Let's say I want to research Industry.
Anglo Iranian Oil or I.C.I. ?

I Choose ICI, because specialization match is more important than team's skill.
To calculate fast, I count 4 different (of 5 total) specialization fields needed for Imp.Industry
(Industrial Engineering, mechanics, chemistry, management) of which ICI matches 3 (total 4/5 slots)

Anglo Iranian matches only two fields (3/5 slots) and therefore will finish the research several days - maybe even a couple of weeks, later.

Rule No.1= Choose team which matches best

1.2 - Research speed - which techs should I go after?

For a 1933 start as a major power, if played historically, you'll need a strong and balanced power after 1939. That means:
1- You may neglect some things till then
2- You have to plan ahead carefully.

Wrong thought example:

"If I have researched fancy jets and panther tanks by 1941, I'll reach the urals in no time"

Possible results=

Poor doctrines (=useless panthers and jets)
Few other techs researched (no airpower for support, supply difficulties)
Neglected navy, secondary fronts, air defences etc.

If I started a game, here is a pic of what techs I'd research first:

3- StartingTeams.png
 
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keep up the good work :)

I just love this game and can,t stop playing it :3

Thank you. Remember to register the game. :)

---------------

Note that no matter what country I select, some techs appear everytime.
Peacetime / Wartime Industrial base = For their enormous boosts that are needed asap, AND because there are blueprints for them.

Remember the numbers:
Blueprint doubles research speed. Specialization match doubles as well. Skill level only adds a 10% per skill point bonus.
Skill 4 team with every spec.field match: 2+0.4= 2.4 multiplier.
Skill 9 team with no spec.field match: 1+0.9= 1.9 multiplier.
Considerably slower.

Q= Why do I research torpedo boats or basic commandos or welded armor?
A= Size two research fields -> I'll have the tech ready by April 6-20 if I start Feb.1, 1933
The tech bonus might be negligible (for now), but I'll have raised my research speed mod. by another 0.3% or 0.5%.

If I continue this strategy for 3-4 years...
-By 1937 / 38 I'll have dozens of extra technologies researched (which eventually will give me some edge however minimal each one's contribution is),
-By 1937 / 38 my research speed will exceed 130% and so I'll manage to research, say, advanced Infantry a couple of months faster.

That is, if I avoid to research any tech that drops my research % - mainly industry.

*Exceptions:
- Techs that give enormous boosts, like Economic theory/taxes, liberal/military/marxist economy, industry/mining/manpower conquest etc.
- Techs that are needed to unlock necessary units or other techs, like refined fuel or special materials.

possible drawbacks:
- A bit lower IC (easy to compensate with IC and infra builds)
- Delay of vital technologies / better models (only really necessary in early war scenarios)


so there comes

Rule No.2 = Select "cheapest" techs first.

No matter how useful, quantity matters for now.

1.3 - Priorities and decision making

Study centers, Circuits theory, any tech that gives large speed % bonus should be researched early.

Note that Basic / Advanced Electronics is a bit more difficult to research (size 7 / 9 fields), so I wait a bit.

Doctrines:
Most sea doctrines give 0.8% bonus and are of size 4. Five of them make a better fleet and 4% faster research . Not bad. (some extra bonuses to be discussed later on).
Most air doctrines give 0.7% bonus and are of size 4. Most countries have good matching teams.
Land doctrines give less % bonus, but many of them are even cheaper (size 2).

Some important doctrines:

Sea = Naval diplomacy (faster ship build), naval log.support (+3% supply production - saves a lot of IC down the road)
Air = Long Range fighters and bombers give also a speed bonus for the aircraft, which is calculated as battle outcome modifier.
Land = Go for Strat. and Operational lvl and build capital and regional HQs - that'll save you a LOT of IC by less supply consumption, years ahead of the war (and their obvious org/norale bonus).

So, in general,

Rule No.3 = read carefully the effects of each tech (and count the bonuses)
 
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1.4 - The importance of doctrines

Take a good look first:

4 - SunkShips.png

As Germany, late 1939, I had 3 groups of 6 free (plan Z) lvl 3 subs each, sitting idle in Wilhelmshaven - 18 subs total, I only built some torpedoes for them.
I thought hey, let's raid some convoys before I can park them in French harbours.
I did not really focus on their doctrines rather than research some 0.8% bonuses. The result speaks of itself.

Q = I'll build a fancy high tech fleet to hunt down these U-boats!
A=
5 - Subs.png


...and I didn't even plan this.
I researched plenty of nav.doctrines - the battles took place during Jan.1940, this sheet is from March 9:

6 - NavDocs.png

See all those nice blueprint icons? I'll explain them in chapter 4, politics.

Long strory short, here are some facts that explain the superiority of my gratis lvl 3 u-boats standing at 55%org, 46% morale:
7 - Situation9mar40.png


Not to mention some dozens of convoys sunk, as well. Oh, I also lost 5 or 6 subs.
 
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Chapter 2 - Development

Now that I have explained my strategy to technological advance, it's time to talk about Industrial development.
Besides, avoiding industry research has to be compensated somehow.

2.1 - How do I begin?

At the very start, click on your provinces tab and sort them by IC capacity like this:

1-ICBuild.png


Remember: after patch 1.04, with 100% infra you get +15% IC bonus.
That means, a province with 7 IC puts out 8, one with 14 puts out 16, with 21 -> 24 and so on.

In this particular case, Ehime and Ahichi have 6 IC.
Building them up to 7 and adding infra up to 100% gives you one extra IC.

*Careful! Almost always my first slider move is towards Hawk lobby.
Now let's do the math:

2-Firstbuild.png


Multiplying DAYS x ICcost gives the cost in ICDays.

For Infra= (85 D x 1.1) + (303 D x 1.1) = 427 IC Days.
For IC= (354 D x 6.5) + (360 x 6.5) = 4641 IC Days.
Total = 5068 ICdays for 4 extra IC.

Which after 1 move towards Hawk becomes less than 4799 ICDays.

If I chose to biuld these 4 extra IC in Tokyo they would cost...
3.1-ExampleTok.png


1345 x 6.5 = 8742,5 ICDays (82% more!)

If I chose to biuld these 4 extra IC in 4 separate provinces with 100% each already on, they would cost...
3.2-Example4.png


1336 x 6,5 = 8684 ICDays (81%more!)

Long story short...

Rule No.4 = Move first slider to hawk
Rule No.5 = Build IC to lvl 7 & 100% Infra


and to do so choose the provinces which reach this goal faster.
 
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2.2 - Resources, Trade, Supplies

For a proper development, all available production should be allocated for IC and Infra development.
That takes us to...

Rule No.6= Upgrades and Reinforcements to zero until almost last moment.

This is USSR's production panel following that philosopohy:

4-StartingIC.png


Knowing that, under normal circumstances, the red army has to be in good shape only when it's time for the Winter War,
let's keep Upgrades and Reinforcements to absolute 0 until at least 1938.

This saves a lot of IC also not spent on supplying full size divisions for 5 idle years.
When time is ripe, upgrading will also cost much less, because upgrading by a lvl costs half as much if you already have the tech 2 lvls ahead.

By 1939, I'll know how to build Infantry lvl 3 or even 4 - my lvl.1 Infantry will upgrade to lvl 2 in no time and to lvl 3 much cheaper.That applies to most countries.
----------------------------------------------------------
Of course, one should never expand beyond necessary or sustainable.
As USSR you can reach 1000 IC, but 600 are more than enough to beat Germany and even take on the allies later.
Sometimes you may run low on resources - micromanaging trade is annoying but helps.
Try Negotiate trade if desperate - not only with your allies. Japan wants oil before the war and they'll give you a lot of energy/metal for it.

[Some countries will never trade you on good terms (needs tweeking IMO), e.g. even if SU puppets Finland they'll not give you 1 lousy blueprint for 5 yours+ thousands of resources.]

Researching some techs also helps, namely these:

5-MiningTechs.png


...of course, delay their research until absolutely necessary - these -3%/-4%/-6% can humper your research speed significantly.

And one last tip. Check out this picture and prepare for some math:

7-SupplyMath.png


The picture is from Germany, July 1940.
The Reich's Army need lots of supplies = 316.04 a day.

Having a +5% IC minister with 368 Base IC, he gives us more than 18 additional IC.
Even a +10% minister would give additional 37 IC.

What happens if I switch to that +20% supplies Schmitt?
Well, this:

8-MinisterS.png

100 IC --> 221.52 supplies
100 IC --> 265.85 Supplies, 44,33 more - that's exactly +20%

How many supplies would I produce with W.Funk's 18 additional IC?
0.18 x 221.52 = 39,87

That means that if I have to allocate that much IC on supplies, it's time to switch ministers.
Drawback= Less IC means also less TC, necessary for the eastern Front.

Rule No.7= When in need for vast supply production, use the +20% ministers.

If you need more than 60 IC for supplies, start calculating.
It depends also on your supply prod efficiency.
 
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what settign do you play normal/agressive? if so do you feel the AI does not make enough planes?

Mostly yes, normal /aggressive and increased amph.assaults. Sometimes I try to complicate a bit, to play ahistorically.

As the UK I've felt some pressure by the Luftwaffe sometimes.
As USSR I was always almost alone at the eastern front, no INT necessary. Mostly Hungarian and Italian planes to encounter.

In general, yes, I feel the absence of enemy airforces.
Also, I feel they waste their attacks and suffer useless casualties.

Only difficulty is to gain air superiority, sometimes I face enemies with good doctrines.

Also annoying is that many minors build dozens of INT.
I tend to mil ctrl allies, and as the UK or USA I've seen Mexico, Colombia etc. with 20+ INT each...
Awful when they stand at 30% strenght also.
Should be fighters IMO, able to do some ground support.

As Germany I'm trying a game now in that I won't do Seeloewe, and I'll halt my advance to historically reached regions in the eaastern front.
Plan is to start building nukes after 1942 to save the reich.
I hope to feel the combined pressure of allied bombers along with plenty of red stars.

Until now my STR Bombers were successfully intercepted by the RAF.
 
Chapter 3 - Units

3.1.1 What you need and when

Though there are countless possible paths to choose, according to your gamestyle, scenario, nation, game goals etc., sometimes there are do's and don'ts applicable to any situation. In this chapter I'll try to explain how a player can make the best choice to meet his game goal.

3.1.2 - General rules

Rule No.8= Always add brigades to your divisions.

It saves you manpower and gives you extra firepower. The extra cost is always worth it, even as a minor.

Exceptions: You need an army NOW. Any kind of units. And you can afford casualties. e.g. Spanish civil war, Chinese conflicts.

3.2.1 Land Units

What kind of brigades?

INF / L.Art. is the most common combination and should be the bulk of your army.
INF / AT will help against enemy armor, not many needed.
INF / H.Art not really, because they are slow.
INF / Arm. are useful, if you have a lot of oil.
INF / SPArt and INF / SPAT only in late game, same as above.
Never really necessary are the following brigades for Infantry: AA, AC, H.Art., Eng, Rart, Inf.

Armoured and Motorized are strong units and worth building, of course with fast brigades:
Arm, SPArt, SPAT, AC sometimes. SP.R.ART is a very strong brigade and useful for USSR and any nation that can afford its research.
H.Armoured though expensive, if properly upgraded is a very tough unit, especially against Infantry. Fast brigades only. Sp.Engineers add a great defensive boost.


Mechanized come in later, when the war has most of the times been decided, seldom are they a factor of importance.

MTN / L.Art. is a good combination, but the faster
MTN / Spec.Engineer can really hold the ground. Overpowered in mountainous provinces. Try it!

Cavalry - not worth it, unless you go for Air Cavalry, which are very fast and impressive units - try them with Sp.Eng. or AC for that extra speed bonus.

Militia - only in early war like SCW and China. In the long term it'll cost you more in manpower and supplies.

Garisson - with AA, in airfields and IC centers. If you anticipate an invasion, always have Inf. nearby - Gar.s cannot retreat.

HQs - always with AA - they are priority targets for air units.

3.2.2. - Army / Corps Composition

I micromanage a lot and want many capable leaders so I keep most of my corps with 1 div, but 3 div.s are the most versatile unit. Some 2 L.Art.+1 AT are balanced, otherwise...

Rule No.9= Always use brigades of the same speed effect in a large corps.

It's no meaning to have INF / H.Art + Inf / AC together.

Rule No.10= Don't humper your fast div.s with slow brigades.

USSR starts with Mot + AT - remove and replace with SPAT.

Always use Capital + Region HQs ASAP along with your Tactical HQs for a double bonus:
- Org/Morale % bonus.
- Supply consumption bonus.

It can save you thousands of ICDays, and win you many battles.

(*don't forget the combined arms bonus when you mix Arm and Motorized !)

3.3.1 - Air Units

TACs dominate the game. Always with Escorts.

Some INT also necessary, seldom more than 8 - OK, 12, for ANY Nation
NAVs are a better investment than a fleet especially if you play defensive.
You can do without Fighters, CAS, Str.B.s actually - but they add a lot of flavor.
Whatever you build, remember that, as in every game aspect, in air warfare as well, the following rule applies:

Rule No.11= Advanced doctrines are much more important than newer models.

3.3.2 - How to stack them?

Always combine same units to stacks of 4, unless:
- You have no Esc to your TACs
- You mix INT with FTRs to interdict single units and help them gain experience (Gamey? Perhaps :) )

3.4.1 - Navy

As a major, Carriers will eventually dominate the seas, so it's better to invest to a strong CV+CL fleet.
All other kinds of ships are also useful, and brigades add a LOT of value.

BBs, BCs - every brigade posssible (FC, AA, Tor. most important)
CAs - Not really strong, same brigades as above.
CLs - FC and AA seem to be the best combination.
DDs - ASW for newer models only, lvl 3/4 and above.
SS - Tor.
TP - AA

3.4.2 - How to stack them?

In general, CV BB BC and CA are "heavy" ships, CL and DD are "light" ships.
As is known, there shall always be at least 1:1 ratio in a fleet (light ones could be more, but not less than heavy ones).

Also,

Rule No.12= In a fleet the ships should have similar capabilities.

Read : Speed, Range, Firing Distance.

If you make a light ship fleet, they should be of the same lvl.

If you mix the fleet, try CA-2 with CL-4s or similar, as shown in this example

1 - Fleets.png

[*1a Squadra is militarily controlled by me - I'd choose different brigades]

Also, checking the composition should take into account

- A Light ship's speed should always be bigger than Heavy ship's.
- Don't waste a ship's Speed, Range, Firing Distance combining it with a less capable one.
- If L.S. firing distance is equal or greater than H.S you made a powerful zerg fleet

These two seem to make a good combination:

2 - Combi.png


3.5 - Research effects on units

Not only doctrines, but also some technologies can really boost your units stats and act as force multipliers.
Carefully read and take into consideration:

Industry tab = Radio / Radar tree
Infantry tab = Prioritize Quality, Pr.Infantry (I always prefer it because Inf. is the bulk of any army + it saves manpower.)
Armor & Art. = Welded Armor tree, Basic Mechanical Components tree, Special purpose vehicels tree.

Of course, never forget Rule No.11.

3.6 - Military control or not?

Either if you want to exploit any available allied division, or you want your allies to stand idle,

you should always use mil.ctrl.

that is, if you don't bother rearranging every allied army to your style.

- You can decide if and what units shall fight along you.
- You avoid some annoying exp.forces of little use.
 
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While I have only played a little bit, ill throw in my 2 cents on subject of research. I first wrote that I dropped to speed of 33 %, trying to achieve maximum IC. That was wrong and it made me lose game in 1941.
on run 2, I have all techs done by 1945 January. That means Panthers, jets, rockets, hell even navy and doctrines, playing as Germany. After achieving some 150-170 % speed in 1938 (!), it just went whoosh. Funnily enough, everybody is fielding 1943 or 1945 infantry in 1942, en masse. :) but lovely and fun.

Though after liberating some nations in the east, one gave me a a doctrine that was very last on the list of land research. How?
 
everybody is fielding 1943 or 1945 infantry in 1942

They invested on it. I prefer to beef up doctrines and other techs rather than be the first one to research Advanced Infantry.
Path to get there gives a total of about -20% speed, considering all the industrial techs.

Earlier I posted a pic of 9 March 1940 with 179% speed.
Now it's April 1941 and I'm at 163%, but have advanced Infantry.

Though after liberating some nations in the east, one gave me a a doctrine that was very last on the list of land research. How?

Whenever you release a puppet, he gets all the techs you have (except very view specific ones)
A couple of months later the puppet mught research a tech that you don't.
 
They invested on it. I prefer to beef up doctrines and other techs rather than be the first one to research Advanced Infantry.
Path to get there gives a total of about -20% speed, considering all the industrial techs.

Earlier I posted a pic of 9 March 1940 with 179% speed.
Now it's April 1941 and I'm at 163%, but have advanced Infantry.



Whenever you release a puppet, he gets all the techs you have (except very view specific ones)
A couple of months later the puppet mught research a tech that you don't.

DIdnt know that. Just on the infantry - its weird as you can research late game techs pretty early. And despite the 20 % setback as you said, I never noticed that in battle.
 
Chapter 4 - Politics

4.1 Ministers


As discussed above (section 2.2) there are some moments that appointing a new minister can be a crucial element of sucess. The +20% supply bonus was the example for a nation with a large army.

It is mostly mathematics.

Obviously useless ministers are the ones that have maluses rather than bonuses, as these:

1-Bad.png


When time is right, cahnge the minister. It's best to to so right before some dissent reducing events to counter the dissent hit. (6 Nov. for SU, 22 Apr. for UK etc.)

Your decision should take into consideration what you need when. This guy is great for wartime, but useless if a minister from 1933-39:

2 - Good.png


Some other options have both positive and negative effects, such as:

3 - Various.png


My preferences for wartime are=

- Either IC+ or supplies+ for Armaments min.
- IC+ for Intel. min.
- Org+ for Chief of Staff
- Supply consumption - for Chief of Army

Some manpower / IC bonuses are also good, especially for the preparation period.

Remember that IC needs resources. You don't always need that extra +5% IC.

In general, as new min. become available, when a new year comes, check your options and change when time is right.
(Appointing Shaposnikov in 1938 can give you about +500 manpower till the war!)

4.2 - Slider priorities

Rule No.4 says "Move first slider to hawk", and this is a good advice for every nation.
In many cases, more moves towards hawk are the best choice for the first few years.
Full free market / central planning also gives you enormous boost.

Some nations get slider moves by event - try to remember these.

A general rule is to try and be full hawk, full interventionism, full professional army in the 40's.

If you are not max.totalitarian sometimes you get extra minister selections.
If you are not full closed society you get less partisans.
More interventionism means easier dissent reduction.

4.3 - Diplomacy

When you are at war, remember

Rule No.13= Always build to 100% infra in IC-rich allied provinces.

You can give them several additional IC by that.

Try to get as many allies as possible, especially as the Axis.
Argentina, Venezuela, Portugal, Spain, Yugoslavia and others might contribute to a more interesting game.

Always give them blueprints. Search to get blueprints for yourself when available.
Never let a puppet run low on resources.

Some "gamey" tactics:

As Italy or Japan join the axis early for the blueprints. Then leave to fight Ethiopia / Albania or China and join again to play historically.

As the UK park you air units and fleets in France (or vice versa) and let your allies supply them.

Puppets are very useful for resources, and also for their armies.
A puppet has cores on territory that otherwise you cannot fully exploit and is full of partisans.

Negotiate Trade - can save you by providing valuable resource when you run low.

4.4 Use your Intelligence tab

As soon as you have enough money (not always available in the beginning)...
send spies to all major powers and steal their blueprints.
Money has been plenty until the recent patch, perhaps this is changing now.
A bit tiring micromanagement, but a very helpful procedure in the long term.

Check again the thumb.pic at chapter 1.4 - researching with 160% + blueprint gets you to +320% !
Now imagine some dozens of blueprints from 1937 to 1942.
 
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I congratulate you for the great work you've done. I wish it would be usefull for new retro players :)


I want to point out a few things:

I Choose ICI, because specialization match is more important than team's skill.

-In that especific case between ICI and A. I. Oil Companion it would be no difference, they had the same investigation points. The skill is most important than the specialization in a long number of research. You can see the puntuation of the teach teams in the editor.exe choseing the country and pressing best matches and compare which is better in each case.

-Speaking from the multiplayer experience, the research speed is important, BUT, you have to see the balance between research and modernized army. For example if URSS have infantry V for operation Barbarossa and Germany not, it would be very difficult to axis to arrive to Moscow. Despite the germans have thousands of technologies, some of them useless, they dont have the STRATEGIC tech of improved infantry, so they have worst land doctrines, so they haven't motorized/mechanized II or paratrooper/mountain III, so they produce obsoleted units and they have to waste IC to modernize etc. You have to focus in the things you real need following your plans. For example, if you really want to do a Blitzkrieg you need Infantry V and Medium Tanks II before Barbarossa preparation event and all land doctrines posibles for the summer of 42.

Postscript: We are few, but in the spanish community we still play mp of at least sixs players.:D
 
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I congratulate you for the great work you've done. I wish it would be usefull for new retro players :)

Thank you :)

-In that especific case between ICI and A. I. Oil Companion it would be no difference, they had the same investigation points. The skill is most important than the specialization in a long number of research. You can see the puntuation of the teach teams in the editor.exe choseing the country and pressing best matches and compare which is better in each case.

No.

ICI is skill 7 and AIOC skill 9, but= ICI has management.

Try it on your own, I'm afraid the old "HoI2 research assistant" doesn't work on Iron Cross, but if you try it on yourself you'll notice big difference.

-Speaking from the multiplayer experience, the research speed is important, BUT, you have to see the balance between research and modernized army. For example if URSS have infantry V for operation Barbarossa and Germany not, it would be very difficult to axis to arrive to Moscow. Despite the germans have thousands of technologies, some of them useless, they dont have the STRATEGIC tech of improved infantry, so they have worst land doctrines, so they haven't motorized/mechanized II or paratrooper/mountain III, so they produce obsoleted units and they have to waste IC to modernize etc. You have to focus in the things you real need following your plans. For example, if you really want to do a Blitzkrieg you need Infantry V and Medium Tanks II before Barbarossa preparation event and all land doctrines posibles for the summer of 42.

True, multiplayer games are different. In this description I use the "tech rush" strategy to show players how to keep up so they don't stuck at 33% speed, as mentioned recently here :D

Postscript: We are few, but in the spanish community we still play mp of at least sixs players.:D

Do you use gameranger or what? I'd like to join a session if possible!
 
At first, I invite you to do a try and you will se that it isn't diference between both reseach teams, only 2 days.

We use hamachi for the mp and we have regurlar plays some days of the week. Some screen shoots:









Playing Germany, Italy, Japan, Hungary, Spain, USA, URSS and the deceased UK
 
Chapter 5 - Mistakes you might do and how to avoid them.

Last chapter for this guide. Could be the largest - but I'll be concise.
There are thousands of mistakes that a player might commit.
Though there are some general rules, everything depends on your own goals.

Considering you play as a major, quiet historically and with the desire of victory (swift or not), I suggest=

5.1. - Do not research:

Things that you won't really need.
All of the naval models types, for example. You may skip heavy cruisers and/or BCs.
You may also skip mechanized Infantry or Strategic bombers.
AAs, Cavalry, Marines, Para's... If you don't intend to use them, leave them be.

Italy, France, Japan and all the minors cannot focus on everything and they have to choose wisely.

General rules =
- Maintain a high research speed.
- Think in advance - will you need slightly better escort fighters in 1941 or 2 doctrines? Can you afford the Paratroopers? Is it easier to win without them?
- Select the proper teams.

5.2 - Do not build:

- Too many units in the 1930's - you'll need to supply and later upgrade them.
- Too much IC in the 1930's - you may run out of resources / have fewer units than desired when needed.
- Some not so useful stuff (dozens of cavalry, wrong brigades etc.)
- Too much of anything.

*Installations (radars, forts etc.) can be either a force multiplier or a waste of resources.

- Build Airfields etc. only in territories that you won't lose and will be near the front when they are ready.
- AA's or Interceptors? Depends on your goals.

5.3 - Do not ...

- Spend your supplies in offensives unless really necessary (this also raises your TC load).
- Always trust your allies' capabilities (mil ctrl helps)
- Rely on the script / peace treaties! Some nasty surprises may occur - especially if things go unhistorically...
- Neglect the minors - some blueprints and infra at their capital/IC rich provinces and they're much more useful (under mil ctrl. especially)
- Forget diplomacy - ever allied Venezuela as Germany or puppeted Finland in 1939 as the USSR?

5.4 - Choose your strategy along with your goals

Some considerations for fun games and replayability:

Historically or not?
Swift victory or bloody campaign?
Steamroll in the 1930's or play till the 1950's?
Minor or major - and with what goals?

My latest example is my best game as Germany so far.

Goal: win by nukes.
My handicaps:
- No more allies than historically
- No Seeloewe
- Stop at the eastern front near the historical line.
- No fleet, focus on subs.

...And play defensive until Nukes are necessary.

It is early 1944 and although most of Africa is mine and UK at 60 / 40 IC, the Red Army has 200+ Divisions, next to Moscow /Leningrad/Stalingrad/Baku (cities I conquered in 1943 only) and USAF appears in Europe.
Spain just joined the Axis and Turkey attacked us and got puppeted.
Soon I won't be able to Bomb britain any longer. Are the Wunderwaffen going to save me?

Germ1.png
 
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Well thank you, I searched it as well some time ago and it was hard to find.

The project is still alive and developing, though slowly.

Planning to do some AARs soon.