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I can relate to that "harassment strategy" as well - It's happened far too many times when I thought I would pierce the frontline in China. The main problem this far is that I find no real countermeasure, other than to attack the province they come from and hope that they withdraw.
Is this the same basic mechanic as in vanilla, or something particular in the mods (HPP or BICE)? If it is the common mechanic, then the way I have used to get around it with a small army (Turkey in my current game) is attacking on a narrow front and without all the forces available in the stack.

The held back units then advance immediately to exploit, without the reorganise delay, as soon as the battle is won. Because they don't have the reorganise delay, they can often hit the following province before any retreating enemy can consolidate/reorganise. The recent attackers reorganise, and if possible yet another reserve exploitation force is ready to keep the leapfrog going. Combined with some focused air support, this tries to replicate the breakthrough tactics actually employed - even back in WW1, where their problem was the breakthrough itself. Armour or Cav in the breakthrough force can work even better.

This isn't always possible of course, but Germany should be able to generate the numbers at the schwerpunkt in Belgium, n'est pas?
 
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After playing BlackICE Japan I'm used to taking 1-2 months to pass through a single Chinese province (In the western wastelands.), but seizing the Netherlands in 9 days would be very impressive anyway. Belgium is certainly tougher, but that's to be expected since the French support them.;)

I can relate to that "harassment strategy" as well - It's happened far too many times when I thought I would pierce the frontline in China. The main problem this far is that I find no real countermeasure, other than to attack the province they come from and hope that they withdraw.

I haven't seen you reporting anything from the Luftwaffe, and neither do I see them in your pictures. Are they actively trying to bomb yout enemies, or have you left them on the ground for some reason? I recently found out how efficient a strong air forces can be, originally in my Japan game, to then get it confirmed in @roverS3's AAR. I guess I've just been too lazy to micromanage my air units, but I expect you, the strategy guidAAR on HoI3, to have a better reason.:p

Well, the ideal countermeasure for such harassing attacks is to preemt them - to attack any forces that might harass you before they can do so. Obviously this is contingent upon opportunity, and is less effective once the spearhead is in motion. But yes, as you say, it's typically necessary to attack the attacker to get them to release their grip.

I'll answer about the Luftwaffe in my response to Nuclearslurpee.

I second this inquiry. In my own current HPP Germany campaign I ended up having to ground most of my air force during the invasion of the West, as the combined Allied air defenses were unfortunately too numerous and strong. In retrospect, I think I may have invested too few IC days into fighters, but I'm curious about other people's experiences.

I don't mention naval or air combat so often because there's less coherence or progression to the battle. I'll mention stuff as it seems significant.

In general my air forces seem to slightly outnumber the French fighters, and greatly outnumber their bombers (as I recall). The problem is due to the modeling of air combat in HOI3 it's difficult to make real progress unless you greatly outnumber the enemy's fighters. As a result, my squadrons quickly lost organization and needed to be either rested or withdrawn. I found myself facing the RAF and Dutch and Belgians and French, all at once, which wore me down faster, and they still had fresh. So, all in all, I stood down most of the time and challenged when I could. I needed more fighter squadrons! :)

Thanks for your questions!

Rensslaer
 
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Is this the same basic mechanic as in vanilla, or something particular in the mods (HPP or BICE)? If it is the common mechanic, then the way I have used to get around it with a small army (Turkey in my current game) is attacking on a narrow front and without all the forces available in the stack.

The held back units then advance immediately to exploit, without the reorganise delay, as soon as the battle is won. Because they don't have the reorganise delay, they can often hit the following province before any retreating enemy can consolidate/reorganise. The recent attackers reorganise, and if possible yet another reserve exploitation force is ready to keep the leapfrog going. Combined with some focused air support, this tries to replicate the breakthrough tactics actually employed - even back in WW1, where their problem was the breakthrough itself. Armour or Cav in the breakthrough force can work even better.

This isn't always possible of course, but Germany should be able to generate the numbers at the schwerpunkt in Belgium, n'est pas?

Yes! This is essentially how I described it in the Strategy Guide - you have to get primary and follow-on units stacked behind the spearhead and have everybody push in sequence, leapfrog style. It requires a great many units and is hard to do on a narrow front. But the support units pin the enemy along the path of the spearhead, to either side, so they can't attack, and the main mobile units keep pushing. The support units are typically infantry. Speed off travel becomes an issue, and chance, and supply, and simple inertia, but this is how it works in theory, and it's cool when you've prepared well and can pull it off in the field.

Rensslaer
 
Yes! This is essentially how I described it in the Strategy Guide - you have to get primary and follow-on units stacked behind the spearhead and have everybody push in sequence, leapfrog style. It requires a great many units and is hard to do on a narrow front. But the support units pin the enemy along the path of the spearhead, to either side, so they can't attack, and the main mobile units keep pushing. The support units are typically infantry. Speed off travel becomes an issue, and chance, and supply, and simple inertia, but this is how it works in theory, and it's cool when you've prepared well and can pull it off in the field.

Rensslaer
Ah, interesting. It worked for me in my current AAR (against Yugoslavia) when they were caught by surprise and were not mobilised.

Interestingly, I've actually done that kind of thing on exercise, many years ago. For one live firing attack, we had an inf-heavy battle group (mech inf bn, tank coy, medium arty in support). The main BG did the assault on the primary objective: I was the 'exploitation' tank troop that leapfrogged past to seize the next feature, to follow up and also help to protect the BG while it reorganised for the advance. So these HoI3 mechanics feel quite familiar!

That story ended with them forgetting to lift the fire support on the subsequent objective until I saw trees still exploding just in front of us - even though we were only firing the coaxial MGs by then - and suggested they may now want to lift the barrage (by just in front I mean 100-200 metres). Which they did, and we proceeded! A long time ago, when war was a more distant thing than it is these days ...
 
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Ah, interesting. It worked for me in my current AAR (against Yugoslavia) when they were caught by surprise and were not mobilised.

Interestingly, I've actually done that kind of thing on exercise, many years ago. For one live firing attack, we had an inf-heavy battle group (mech inf bn, tank coy, medium arty in support). The main BG did the assault on the primary objective: I was the 'exploitation' tank troop that leapfrogged past to seize the next feature, to follow up and also help to protect the BG while it reorganised for the advance. So these HoI3 mechanics feel quite familiar!

That story ended with them forgetting to lift the fire support on the subsequent objective until I saw trees still exploding just in front of us - even though we were only firing the coaxial MGs by then - and suggested they may now want to lift the barrage (by just in front I mean 100-200 metres). Which they did, and we proceeded! A long time ago, when war was a more distant thing than it is these days ...

Awesome story, Bullfilter! Would have loved to be part of that. Closest I ever got was Civil Air Patrol exercises, which had fun stories of their own.

"Someone forgot to turn the boom off!" is my reaction to your story. Lol

The thing that amazed and fascinated me about HOI3 when I first started to draft the Strategy Guide is how versatile it is in its ability to represent real strategies and tactics which have been used on real battlefields. The idea that you could mount spearheads and turning movements and pin enemy units and even encircle them (even in the Avalon Hill games you rarely had the opportunity to mount large spearheads and isolate the enemy)... Such was revolutionary in these kinds of games. So in the Strategy Guide I more or less taught real military strategy in order to use the game to its fullest.

Rensslaer
 
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Awesome story, Bullfilter! Would have loved to be part of that. Closest I ever got was Civil Air Patrol exercises, which had fun stories of their own.

"Someone forgot to turn the boom off!" is my reaction to your story. Lol

The thing that amazed and fascinated me about HOI3 when I first started to draft the Strategy Guide is how versatile it is in its ability to represent real strategies and tactics which have been used on real battlefields. The idea that you could mount spearheads and turning movements and pin enemy units and even encircle them (even in the Avalon Hill games you rarely had the opportunity to mount large spearheads and isolate the enemy)... Such was revolutionary in these kinds of games. So in the Strategy Guide I more or less taught real military strategy in order to use the game to its fullest.

Rensslaer
Thanks Rensslaer, and your point is well made about the game: a strategic level simulation that can replicate tactical and operational level combat is a considerable achievement. I think it is one reason the HoI3 AAR community is still going strong long after its final official DLC was put out and a new version issued.

Not having done anything other than look at a few AARs, does HoI4 give anything like the same feel and experience? Or has it gone for the slicker presentation and more of an arcade approach, as some commentatAARs I've read have suggested (if this is too OT, my apologies, will move it accordingly, although I'm not sure where to :confused:).
 
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I think it is one reason the HoI3 AAR community is still going strong long after its final official DLC was put out and a new version issued.

Not having done anything other than look at a few AARs, does HoI4 give anything like the same feel and experience?

Have not played HoI4, so grain of salt and all that jazz, but from everything I've heard the weakness of HoI4 is a major reason that HoI3 remains as strong as it is after so long. HoI4 does some good things but took out a lot of the fine detail that HoI3 had - which I'll admit is a matter of taste, but things like not being able to reconstruct historical OOBs strikes me as a poor design decision. Also, the AI is even worse than in HoI3 from what I've heard, which is quite an, uh, accomplishment.

HoI4 does do some nice things (the equipment system seems like a cool idea), and it probably appeals more to the crowd that wants to play a grand strategy/WW2 game without the steep learning curve, but the game itself lacks the mechanical and strategic depth of previous entries, overall.

Also as a personal preference, I don't like buying Paradox games that are still "active", i.e. releasing DLC. I'm happy to wait a while and pick up games when the DLC is all released and packaged together to save some hard-earned money. :rolleyes:

if this is too OT

In slightly more in-topic news, then, I recently had a HPP game go rather interestingly parallel to the strategy Rensslaer is taking here. Essentially, AI Germany decided to do the Anschluss by force and invaded Austria (if not stacking any troop on the border before declaring war can be considered an invasion tactic! Silly AI...), which motivated France to DoW Germany and start WW2 in March 1938. What followed, roughly in order, was:
  • Germany DoWs Denmark and simultaneously invades Austria, Denmark, and Benelux + France
  • All goes well and France is out of the war by 1939
  • Germany invades and conquers Norway
  • After an agonizingly long time of relative peacefulness (I'm playing the USA and want to see some action over there!), Germany simultaneously invades Poland and Czechoslovakia. This is over by mid-1940, so despite the early start Germany's overall progress is essentially the same as historically at this point.
  • Italy stinks up the joint as usual.
Now, I don't know how much Rensslaer wants to give away his grand plan, but I'm curious how his plan compares to the AI Germany's unusual path to European dominance. While I'd be pleasantly surprised if the HPP events and AI changes allowed Germany to pursue an ahistorical plan that closely follows human intuition (in this case), I'm more interested to compare how key differences might influence the results of those campaigns!
 
Not having done anything other than look at a few AARs, does HoI4 give anything like the same feel and experience? Or has it gone for the slicker presentation and more of an arcade approach, as some commentatAARs I've read have suggested (if this is too OT, my apologies, will move it accordingly, although I'm not sure where to :confused:).
I haven't played HOI4 so far (and I'm also not planning to buy it), but I was really interested in its development and still am, as I hoped for a worthy successor for HOI3. Shortly before release when they started to show some parts of the game that were already finished, I realised that they had left out so much that made HOI3 so interesting to play, watch or read about and I decided to not buy it.

Some of the ideas of HOI4 are really good, like the production and industry system, as well as the division designer. But it misses so much, primarily the OOB and the simplistic and easy to understand map and map modes of HOI3. Now it all looks like a blurry mess where everything merges with everything and tooltips and blinking icons dominate the visual experience. I still have hopes that they will introduce some more detail and more realistic features and management options, but this hope shrinks with every dev diary, where they introduce more unrealistic focus trees to insignificant countries, destroy the balance of the game even more and add more QOL BS that no one needs, apart from the guys who play the game on speed 5 all the time.

Well that's my opinion anyways and I know that I'm not the only one who feels like this, because there are enough people still active on this sub forum.

The end of the OT rant:p
 
Your commentary is welcome, as I've been mostly absent, sorry! :) Took a vacation, and have been working a lot. I have gotten some planning done for the next update, but it's nowhere near done. Later this week I hope. I've also been playing a part of the game which should culminate in a dramatic finish, and I've kind of been wanting to get that done before I focus on the update. Trouble is, the finale is dragging on and on. I'll be back soon!

Rensslaer
 
Thanks for your replies guys!:) I'm sorry to be late with mine.:oops:

Is this the same basic mechanic as in vanilla, or something particular in the mods (HPP or BICE)? If it is the common mechanic, then the way I have used to get around it with a small army (Turkey in my current game) is attacking on a narrow front and without all the forces available in the stack.

The held back units then advance immediately to exploit, without the reorganise delay, as soon as the battle is won. Because they don't have the reorganise delay, they can often hit the following province before any retreating enemy can consolidate/reorganise. The recent attackers reorganise, and if possible yet another reserve exploitation force is ready to keep the leapfrog going. Combined with some focused air support, this tries to replicate the breakthrough tactics actually employed - even back in WW1, where their problem was the breakthrough itself. Armour or Cav in the breakthrough force can work even better.

This isn't always possible of course, but Germany should be able to generate the numbers at the schwerpunkt in Belgium, n'est pas?

The need to reorganise has a very similar effect to what I meant and you give some good advice on how to deal with that, but my problem rather has to do with the AI's actions. Whether the AI does it on purpose or because of some error in comparing numbers I'm unsure, but it seems to be working anyway.

To best explain it I'll give you an example:

I have a division being only a province away from cutting off a large portion of enemy troops, having recently arrived at its current location. One of its flanks is covered by a friendly units, whilst the other is open to attacks by the enemy. The province I intend to seize with the unit is guarded by a mere weak militia regiment or some other minor unit. Before I can defeat this unit and take the province the enemy attacks my unprotected flank with forces that have no chance of winning the battle, but cerainly can delay me for a while. As this is happening, that weak unit in my desired province gets reinforcements and can suddenly hold its ground against my inevitable assault.

If my flank had been protected, one can argue, my chance would have been better in this example, because then the militia unit would have had to counter attack me. This is a less viable situation for the AI, but neither is it ideal for me. Since the enemy is keeping me in my province I will get no closer to the objective when I fight the counter attack and instead need to pass that distance upon defeating it. Although, this would be a much smaller problem since units are quicker out of combat than in, so the time it takes would more or less even out. I haven't done the maths on it so I might be wrong, but this is how it appears to me.

Well, the ideal countermeasure for such harassing attacks is to preemt them - to attack any forces that might harass you before they can do so. Obviously this is contingent upon opportunity, and is less effective once the spearhead is in motion. But yes, as you say, it's typically necessary to attack the attacker to get them to release their grip.

I'll answer about the Luftwaffe in my response to Nuclearslurpee.



I don't mention naval or air combat so often because there's less coherence or progression to the battle. I'll mention stuff as it seems significant.

In general my air forces seem to slightly outnumber the French fighters, and greatly outnumber their bombers (as I recall). The problem is due to the modeling of air combat in HOI3 it's difficult to make real progress unless you greatly outnumber the enemy's fighters. As a result, my squadrons quickly lost organization and needed to be either rested or withdrawn. I found myself facing the RAF and Dutch and Belgians and French, all at once, which wore me down faster, and they still had fresh. So, all in all, I stood down most of the time and challenged when I could. I needed more fighter squadrons! :)

Thanks for your questions!

Rensslaer

Then we seem to have the same thinking on the matter of the "harassment-strategy".

About the air force, I see why you haven't used it too much and I suppose that where I have seen it in efficient use the player has had more or less definitive air superiority, for example Japan vs China. That makes it very understandable that the War in the West is different.
 
Hey, sorry I haven't been updating as often! The good news is I have 7 screenshots edited, and I'm close to posting the next update. Next couple of days?

In lieu of responding to the recent comments, I have some good screenshots in the next update demonstrating exactly what we're talking about here. :)

Rensslaer
 
Hey, sorry I haven't been updating as often! The good news is I have 7 screenshots edited, and I'm close to posting the next update. Next couple of days?

In lieu of responding to the recent comments, I have some good screenshots in the next update demonstrating exactly what we're talking about here. :)

Rensslaer
Looking forward to it, Rensslaer :cool:
 
Also looking forward to it.
 
The French counterattack at Kortrijk, Belgium, shook the German High Command. They had entered the war with confidence, but there was always, in the back of the mind, the fear that they had misjudged -- that France really was as powerful as all the military experts had predicted, and Germany lacked the staying power to actually succeed against her.

But German pride would not allow that uncertainty to rule their actions for long. A gauntlet had been thrown, and honor demanded that a response be forthcoming.

Not lacking for flexibility of mind, the German Generals chose to cease two offensives against Belgium -- one against Liege, and one against the Belgian capital at Bruxelles. Forces from those battles, including Gen. Nehring's First Kavalleriedivision, were rushed to support the spearhead along the central front.

DbzIxjE.png


Meanwhile, panzers under Gens. Model and Geyr von Schweppenburg, supported by Gen. Detmering's cavalry skirmishers, continued to push south toward Cambrai. They were met by one of France's more modern motorized infantry divisions, but the French were outnumbered and outmatched.

Capturing the city of Cambrai in the wee hours of 27 October, the Panzers pushed south while the cavalry remained to hold their line of retreat. Detmering's mounted warriors, however, quickly came under pressure from all directions, and Gen. Dietl's infantry also came under attack at Aalst, as the French sensed an opportunity to cut off the panzers.

Gen. Busch renewed the attack upon Bruxelles in an attempt to distract part of the counterattack. Gen. Model's panzers, then came under attack by a French armored division. The Germans were hoping for a breakthough, but as it was they were still meeting the mass of the French Army where they had been waiting to meet the assault. It seemed there would be no easy penetration -- they would have to best their foes head to head.

DkmIXjx.png


And yet, the French tanks pulled their punch and withdrew before really engaging. Model took advantage by continuing his drive south, aiming for St. Quentin. Gen. von Arnim, to the northwest, was pushing along the coast toward Boulogne. An airborne assault had been planned to capture more coastal territory and to ease the armored drive, but by the time to paratroopers were ready to fly their mission, von Arnim was already crossing their landing fields. The mission was scrubbed.

The twin German drives were turning into a sharp pincer movement, slicing south and threatening to connect well behind the enemy front lines, where defenders were scarce and scattered. The French were compounding their peril by continuing to push north, heedless of the threat. The more the French armies pushed north, the more it seemed a large part of their forces might be trapped in isolation and reduced once supplies ran out.

itx4wOQ.png


Despite the seemingly good news from France, Yugoslavia begged off from another overture to join the Axis. And the United States of America worried many by announcing that, though remaining strictly neutral, it would gear up for war production.

As the 27th wore on, the German generals began to feel like the French counterattack wouldn't pay off for France. In fact, that it might backfire and be a benefit to the German attack. More victories were being seen in Belgium, and the attack upon the Belgian capital was again resumed, attempting more to wear down the defenders than to push on in outright. All thoughts of surrounding the Belgians had passed, but things looked grim for them anyway.

wjeCD8g.png


Gen. Geyr von Schweppenburg's 2nd Panzers attempted to widen the exploit through Cambrai and even to initiate what had long been planned in command circles -- a thrust to cut off the Maginot Line from behind. At the time such plans were made, it was assumed that Belgium would have already fallen and the way would be clear to support such a spearhead more broadly. As it was, plans didn't seem to have entirely changed. It just meant that the remainder of the Belgian Army would be thrown into the isolated pocket with the French.

The morning of the 28th brought a queasymaking uncertainty again. Gen. Detmering's cavalry was flagging at Tournai, and efforts were being made to rush reinforcements to prevent his total collapse. In an act of relative desperation, a division of motorized infantry was divided, a brigade left behind to guard the supply lines at Aalst whilst Gen. Dietl's Waffen SS Standarte rushed forward to Detmering's aid.

Q2mUNrw.png


The French armored division which had avoided meeting its counterparts at Cambrai had been redirected against the cavalry, which sowed panic in the ranks and threatened to cut off the German southern advance.

Meanwhile, French motor wagons delivered an infantry division to hold 2nd Panzer away from Soissons at the banks of the Aisne River. Gen. Geyr von Schweppenburg attempted to force the crossing, but reality took hold when his supply lines began to dry up, and he thought better of pressing his attack. At about the same time, three French infantry divisions crashed into his flank. In frustration he ordered a halt and turned his line to defend his position.

wP3nvI5.png


But 5th Panzer had pushed to Aucher, not too far north of Paris, and St. Quentin fell to Gen. Model's panzers. It still seemed possible that the German pincer might close, west of St. Quentin, but rivers screened the French infantry position they would have to overwhelm. Gen. von Manstein made the fateful decision to turn the attack north, and to flank the French from the south.

Manstein attacked toward Hazebrouck, and Gen. Model hooked north toward Lille. This gambit might still connect the arms of the pincer, and might also rescue Tournai before the lines fell apart. At the very least, if Tournai fell, this strategy raised the likelihood of reopening supply lines to any isolated German divisions within the day.

EqzduL9.png


The complicated supply situation was confounding the logistics officers. The stubborn Belgian defense at Ghent was playing havoc with any effort to widen the supply routes and increase the volume of critical fuel to the panzers to the south. The kessel at Bruxelles added to the woes of the transport officers. Neither Bruxelles nor Ghent seemed close to falling, but Tournai sure seemed like it might. The coastal provinces which had been captured were of little help, since the British still maintained control of the sea and the narrow passage along the shore wasn't enough to replace the central lines that were about to fail.

Fuel was the key to the whole German blitzkrieg, and fuel was no longer flowing past Antwerp.

y417CyS.png


Tournai finally fell around midday of the 30th of October. French motorized infantry set up blockade lines along the main roads south, and began to entrench in preparation for the inevitable assault.

Gen. von Manstein's relief efforts at Hazebrouck were close to succeeding, but delay tactics were preventing his breakthrough. Gen. Model's and Gen. Geyr von Schweppenburg's panzers began to idle and wheeze to a stop, settling into a mostly defensive fight north of the Aisne. Fortunately, the French had no unspent strength to throw against them. It seemed a temporary stalemate.

rNANKDm.png


It was the role of Gens. Guderian and Nehring, newly arrived from the north, to tip the balance. They fell upon the French lines at Tournai before they had properly dug in, and began to sorely test them.

The campaign in France seemed to teeter, offering a possible nod to either side, but not clearly favoring either.

If the panzers were in great need of fuel, so were the thirsty German fighter squadrons which had recently relocated to newly captured Dutch and Belgian airbases. The chaos of relocating air and ground support units had disorganized the squadrons, and the fact that new lines of supply had to be set up in order to keep the engines running only complicated efforts to mount a local aerial campaign with such short-ranged fighters.

wBQqqrt.png


The French Air Force had the advantage of having not needed to relocate, and having solid internal supplies of fuel. They continued to operate sporadically against the Luftwaffe, and a few French bombers still ventured forth to harrass the German advance.

And.... <<narration off>> :) I don't think I've had an update on the Production Queue since the beginning of the year 1938. These Queues very much dictate and limit German strategy, so it's important, I think, to see where we stand.

German losses have not been terribly significant, so my reinforcement costs are relatively low. Our supply stockpiles remain expansive, so I'm not all that concerned about supply production either -- just transport. We've got some garrisons which can be placed soon in the Netherlands, and which will free those infantry units to move south into battle. We also have 7th Panzer nearly ready. At the rate our French campaign is going, there's every chance she'll have time to get organized and move into position in order to make a difference.

j37xBnc.png


Those anti-aircraft batteries will all be completing soon. I know it feels wrong to have so much IC tied up in AA, but I still feel like it might come in handy if British bombers become a major problem over a long period of time, which I have every reason to expect at this point will happen.

You'll also notice that, by the end of the year, we'll be completing whole new thoroughfares through the Dutch countryside. I've got nearly 30 IC committed to improving infrastructure, which will ultimately help us to solve our dire supply problems. Germany really was spoiled, in the 1930s, having so many well-maintained roads throughout the Reich. The Dutch rural byways were really in sad shape by comparison, and that wasn't helping our advance.

Yes, as we continue down, we see more panzers. All over the place. And garrison divisions, which, remember, are actually worthwhile in HPP, as opposed to vanilla HOI 3, because they don't rely on researching silly "garrison techs" -- they use the same technologies as regular infantry, except they're perhaps one generation removed (HPP has common events which redistribute the old weapons of front line units to the garrisons as our upgrades take hold in our favored divisions.

I also still have coastal fortresses underway. I'm really concerned that we may face a year or two of possible stalemate with Britain, and I don't want to have to worry about where they might try to land and stage a reinvasion of the continent once I take France. Hence the forts and AA.

Thanks again for reading! I'll begin working on another update, soon, but remember I'm still working 65 hours a week so finding time to actually complete such a project is difficult. New update in 2-3 weeks, I'm afraid.

Comments welcome and encouraged! Thank you!
 
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Well it sounds touch and go in northern France - but generally in your favour. And it sounds like, as the situation in Belgium deteriorates for the allies, more troops will land on the French.
 
It seems like here we're seeing perhaps how the Schlieffen plan, which your strategy seems similar to, would have been ineffective in WW2 compared to the Manstein plan. In my opinion, HPP does an excellent job of making Belgium a lot more difficult to fight through, between the terrain and seemingly some buffs to the Belgian army, which in turn makes a cut through Luxemburg followed by panzer blitzes to cut off the Maginot line and to cut Belgium off from France a lot more attractive.

That said, you're still winning for the most part, it's just a question of getting enough troops into positions where you need them in a time-efficient manner. It will be interesting to see how the heavy fighting in France and Belgium might come back to slow Germany down later on. On the other hand, with such early aggression, perhaps these are losses worth taking if the goal is to surprise the Soviets a year ahead of schedule!
 
Thanks for finding the time to update at all while working so much!

It certainly looks like things are starting out in Germany's favor, even if there's lots to do. Of course, the supply situation might force a static front like during the last war.
 
Well, it seems you really need more infantry in the frontline to clear up Gent and Brüssel and Lüttich (German names) soon.

And probably you should priotirise the upgrade of your old type-1 biplane fighters.
 
Nice update!!! Good to see you back. This is really a fantastic AAR and I enjoy it a lot.

The situation is looking far better now compared to the last update. You manage to pierce the line, but still have problems to hold the gaps open. Yet the french seem not to have noticed yet in what a critical situation they are. If you manage to close the pincers they will, at best for them, have to give up dug in and well prepared defensive positions, and if things go really bad, they will loose a good portion of their modern troops.
The same thing could happen to you though. You seem to lack staying power in defence. Probably some good old infantry reinforcements would do the job fine.

I really like that most mods are able to spice up the campaign in the west compared to vanilla, as it is my favourite to fight. In vanilla though, the french are a real pushover, not at all what they were in reality. The french army itself was still very big and powerful, yet their tactics and leadership were terrible.
In vanilla, the size of the french army is far too small. The french on their own had more of everything than Germany apart from planes.
In my current Downfall campaign, I looked at the army size tab when switching to a british puppet and saw that, even though I considered my army for taking the west was fairly big, the total number of brigades was favouring the french. They had more light tanks and more artillery and especially more infantry by a mile. But I had the strategy, a capable tank force and my human mind, whilst the french, well, they had the AI. Was still a lot tougher than in vanilla and it took me until late July (starting 5 days late, cause silly me forgot to watch the clock:rolleyes:) to force a surrender. A great campaign, where I had a lot of fun. And that's what I enjoy a lot about those really well done mods.
 
Sorry for double posting, but I forgot to ask one question:

Where are those cavalry units coming from? Are they already there from the start and you didn't upgrade them or did you want some cheap mobile forces for now because you didn't have the IC for mot divs?

Sorry again:eek: