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I would like to add my thanks for your work on this also.Great stuff,really helping me out.
 
Welcome, Squier and Sprites.
you can change the colour scheme of your forum screen at the bottom of the screen. Mine is set at vb4 blue 2. Maybe that will help clear it up.
And in response to an earlier question, my complete OOB.

okw1.png

This is the OKW, in charge of defense in the West.

okh.png

And this is the OKH, in charge of defense in the East.
Obviously, both are incomplete and there is little point of an actual screenshot, since I haven't moved anything yet and everybody is still out of position. Suffice to say, 1. Armee are all the Armeekorps in SW Germany, charged with manning the Siegfriedline. 2. Armee are 2 Armeekorps in the NW of Germany, charged with defense of the ports on the Northsea.
3. Armee and 1. Panzerarmee will be used to invade Poland in 1939.
 
And I'm wondering you use engineers on your light tank divisions.

Personally, I tend to not use engis at all (they cost alot fuel and supplies and their defensive bonuses are broken), and I tend to upgrade the starting light panzer brigades into medium brigades, because they already start with 80 % experience, which makes them so much more powerful.
 
When the SCW happens is there a way to send units to gain exp and help Franco win the War? I'm just wondering, because I looked for a way to do so and I couldn't find a way to do it.

Also, can mobile inf be upgraded to mech inf in the future? Can L. Arm can be upgraded to H. Arm or do you have to go to M. Arm first?
 
So, I'm wondering if you know how new HQ units get created? I don't think I'll need them anytime soon, just wondering.

When you select any ground unit, except Theatre HQ, there is a large red rectangle marked "+XXX" (the number of Xs depend on the level you are). If the unit has no direct superior, clicking this rectangle will create an HQ and automatically attach the unit to it. For instance, a division will create a Corps HQ. Select the new Corps and repeat the last step. you now have an Army HQ. Select the new army and repeat to create an Army Group. Rinse and Repeat to create a new Theatre.
 
And I'm wondering you use engineers on your light tank divisions.

Personally, I tend to not use engis at all (they cost alot fuel and supplies and their defensive bonuses are broken), and I tend to upgrade the starting light panzer brigades into medium brigades, because they already start with 80 % experience, which makes them so much more powerful.

Yes to all your objections, but check the map of Europe. There are a lot of rivers to cross. Despite their defensive bonuses indeed being broken, they still make river crossings less of an obstacle, which, for an exploitation unit, could be key.
 
When the SCW happens is there a way to send units to gain exp and help Franco win the War? I'm just wondering, because I looked for a way to do so and I couldn't find a way to do it.

Also, can mobile inf be upgraded to mech inf in the future? Can L. Arm can be upgraded to H. Arm or do you have to go to M. Arm first?

To your first question, no. In vanilla HOI3 the only thing you get are better relations with Franco and worse relations with the Republicans.
The upgrade system is like this: garrisons upgrade to infantry. Infantry upgrades to mountaineers. Therefor garrisons upgrade to mountaineers. Having researched Harm, you can upgrade to it directly.
And, yes, mot inf can upgrade to mech inf.
 
just popped back in to mention I've played until january, 6. I have the screenshots and the notes. I just have to write the update and format and update the pics. Expect a new chapter sometime tomorrow.
 
Production question... If practicals or something else reduce the number of days it takes to build a unit, does the IC per day also change, or does it stay the same?

Asked another way, do the practicals make creating a unit faster AND cheaper? Or just faster?
 
Chapter 11: January, 1st to January, 6th, 1936.

As we load the game, the results of our trades with the SU and US are resolved. In my case, both were accepted. If they don’t in your game, don’t panic. Just wait 8 days and try again.

Before we unpauze the game, there are a few things left to do. If you go to the diplomacy screen and mouse over the Reoccupation of the Rhineland decision, you will find that we need a number of brigades (which we have exceeded). Note that this was not always the case: in older versions of vanilla HOI3 you had to build a couple of brigades in order to get the requisite number. What we also need, are divisions on the French border, one in the northern portion and one in the southern half. Fortunately, this is easy to do.

rhinelandmanauvers.png

Select the 36. Infanterie-Division and right-click the province of Pirmasens, just to the south of its current position. This gives it a movement order to that province.
Similarly, give the 35. Infanterie-Division, which is on the French border already, orders to move to Baden Baden. They will arrive in a couple of days, allowing us to trigger the decision.


We are also going to make a start at getting our forces where they have to go. Send the OKW itself to occupy a more central position in Kassel, where they will be protected by an interceptor squadron based there (once we have build it anyway). Send the 2. Armee to Hannover, just to make sure its corps HQs will be within range at all times.
Select the VI. Armeekorps and click the green bar to select all its subordinate divisions, and send them all to Leer, as shown on the following picture. Do the same with the X. Armeekorps, but send them to Neumünster, between Kiel and hamburg, also shown on the picture. They will provide back-up security for our ports on the North Sea.


6tharmeekorps.png

In the OKH, we will send the entire 3. Armee to Stargard, 2 provinces east of Poland, in the northeast of Germany. Note that the I. Armeekorps and its 3 divisions don’t move because they are in East Prussia and have no land connection to Germany. They will eventually form the northern arm of our invasion force for Poland. The reason for choosing Stargard is very simple. Just like us, the AI can only see one provinve far into foreign territory (barring radar). By keeping our forces 2 provinces from the border, the Polish AI won’t know they are there and will be lulled into a false sense of security.
Send the entire 1. Panzerarmee to Breslau and Heeresgruppe A to a position between the two of them. I would suggest Cottbus.
Finally, go to the production screen. Our ministerial changes have made a difference and we are going to have to make some adjustments to our sliders. Put Consumer Goods at 0.05 above the need, and production and reinforcements to 0.02 above need and lock them.
Unpauze the game and let it run at a mild speed of 2 or 3 if you’re confident enough.
After a couple of hours all those planes we send to Rostock earlier have arrived. Pauze the game and drag a box around the airbase there to select all wings present. Click the double arrow icon to create 1 huge airwing called I. Fliegerkorps.

lwreorg.png

Click the double arrow icon I have circled on the screenshot. This opens a window for reorganising our wing.
Select each bomber wing to occupy a newly created airwing holding all 8 tactical bombers. Call this Luftflotte I.
Select this new wing and repeat, to create another airwing, this time with 5 bombers. Call it LuftflotteII.
Select Luftflotte II and create a 3rd bomber wing, this time with 2 tactical bombers. Rename this Luftflotte III.
The reason for having 3 bombers per wing instead of 4, as was the habit in HOI2, is that stacking penalties make large airwings less deadly. (for every bomber beyond the first, they get a -10% penalty if they are fighters. Bombers get a -10% even from the 1st bomber itself).
Besides, having a lot of smaller wings allows to more easily spread them around as needed.
Send I. Fliegerkorps and Luftflotte I to Berlin. Send Luftflotte II to Breslau. Send Luftflotte III to Stettin for now. Once they have received their 3rd bomber, they will be send to Koningsberg.
Let the game run and pauze at midnight january,2nd. The computer has now calculated the exact resources for every nation and we can now start doing a bunch of trades. Our first set of trades are destined to give us a ton of money to buy rares and metals with.
My usual strategy here is to never ask for more than half their money except in certain cases, which I will tell you.
Go to the diplomacy screen. Select Europe in the list of nations. When the war starts, UK naval blockades will sink every convoy we send, so its easier to focus primarily on European nations right from the start as they don’t require convoys.
Click on the energy symbol above the list of nations. This will sort the list according to energy gain, with the biggest gains at the top of the list. Click the energy symbol again to reverse the order. Now all nations in Europe have been sorted with the ones needing energy most at the top. These will be our trading partners for now.
Trade energy to Italy, netherlands, Hungay, Sweden, Bulgaria, Portugal, Romania and belgium. Always ask for about half their money, which you can see by mousing over each nation’s money resource.
Sell 50 energy to the UK. Yes, the UK. We are not at war yet and each trade increases relations by +15. The UK is a major rares producer. We are going to buy rares from them in a couple of days. By first selling to them, our subsequent buys become cheaper due to the increased relationship.
We have used up all but 1 of our diplomacy points. Keep the game pauzed and go to the technology screen. Put all leadership, which we had in spies, in diplomacy instead for 1 day.
Unpauze. Let it run until midnight of January, 3rd. We now have enough diplomacy points again, so go to the tech screen and put all leadership back into generating spies.
Go to the diplomacy screen and make some more energy trades. Trade 50 energy to France.
If the AI gives you any kind of trade proposal of its own, the rule is: accept buying metal, rares and oil. Never sell any of these three. Only accept selling supplies and energy if you’re certain you enough of a surplus to be able to handle the trade.
Let the game run until the 4th. By this time, our 2 divisions will have ended their maneuvers around the French border and we will get an alert icon telling us there is a decisions to be triggered.

reoccupationrhineland.png

Go to the diplomacy screen and click the checkbox, which should be green. We could change laws now, but we are going to wait one day until the Graf Spee has finished building.
On the 5th, we will get another warning icon. This time it is telling us there is a unit ready for deployment. Pauze the game and click the icon. A window opens up showing us any and all units ready for deployment. Click the graf Spee heavy cruiser. Another window opens up. Click the Kriegsmarine to attach Graf Spee there. Alternately, we could have deployed it by itself in any province coloured green.
Adjust the CG slider in the production screen to remain +0.05 above need.
With the IC that now becomes available, we will build level-10 airfields in Wuppertal and Bitburg.
There are 2 reasons for doing so. Firstly, and most importantly, it will ensure a steady income of construction practical for the next 3 years or so. Construction Practical will come in handy to improve the supply net in Poland in preperation of the invasion of the SU and for constructing the Atlantic Wall. Secondly, when the war starts, we can base interceptors in Wuppertal to protect the Ruhr industrial area from strategic bombing. When we are getting ready to invade France in 1940, our short-range dive bombers will be based in Bitburg to maximize their reach before having to rebase them. you can only build higher-level airbases from the province card. The "airbase" in the production screen can only be used to pre-build level 1 airbase, such as the ones used in the Pacific islands, as "emergency airstrip", which we won't do this game. getting the airbase higher levels has to be done through the province card.
portdefense.png

Select the Volksturm template in the army production screen. Remove the Anti-tank brigade and replace it with a 3rd mil brigade. Add an Anti-air brigade and save the template. Start producing one militia division as a reserve division. These will be our port security. We will need about 50 of them to protect our conquered ports from an overzealous Uk invasion AI in FtM. There’s no real need to do this in SF, but having security forces that are very cheap in terms of manpower, officer ratio and IC is always good practice.
Remember to adjust the sliders before leaving the production screen.
The politics screen is next. Now that the Graf Spee is done, we can afford to change laws.
As you can see, we have 2-year draft as our conscription law. Click it and change it to 3-year draft. Change our industrial law from mixed industry to Consumer Product Orientation. It will slow production down and make it more expensive in terms of IC, but it will also free up about 30 IC or so.
Go to the production screen and change the sliders. CG remains at 0.05 above current need. The rest of the IC will be poured into production for a day.
Unpauze the game and pauze again on the morning of the 6th. Transfer wasted IC from production to reinforcements.

austriaspies.png

Check the intelligence screen. We should have 10 spies in Germany now. Change the priority of Austria to level-3, leaving it at no mission for now.

Go to the technology screen. Time to start doing research.

First of all, a couple of remarks.

Research strategy: there are many ways to research. I usually stick to the historic dates, except in a few cases, based on the nation I play. For Germany, there is one tech that will always be at the top of my queu to maximize what I feel Blitzkrieg should entail: operational level organisation shortens the attack delay caused by any sort of combat. This often allows my troops to respond to or initiate developments. In reality, even in 1944, Germany’s ability to send troops to hotspots faster than their enemies believed possible allowed them to hold far longer than the Allies deemed possible. In offense, we will be able to direct our troops a lot faster than our enemies, allowing us to overrun or encircle them with more ease. The rest of the time, I just queue the things I want to research the current year. When I’m done early, I start researching the next set of techs. This may not suit your playing style. If it doesn’t, feel free to start a game of your own and experiment with it so that, when this tutorial is over, you’ll know exactly what to do.

Prioritizing: both the production and research queues have icons, as you may have noticed. These allow you to put items higher or lower on the list or, in the case of double-arrow icons, put them all the way at the top or all the way at the bottom. So whenever I tell you to “prioritize” something, this means putting it all the way to the top of the queue.
Thirdly, whenever I tell you to research something, I will do so in the following format:
(research tab): (actual tech name)
When there is no research tab preceding the tech name, it means that the tech in question is in the same tab as the previous one. To new players, especially those without HOI2 experience, the research screen looks awefully intimidating, so I hope that by the end of the tutorial you’ll be able to find any actual tech by memory.

Getting back to the game, the first thing to do is to change our leadership sliders to these numbers:
Research: 20.01
Spies: 4.11
Diplomacy: 2.05
Officers: 2.76
Lock them in place when you’re done.
Starting research simply involves double-clicking on the actual tech name. Easy as pie.
Land: operational level organisation.
Infantry: militia support weapons (this increases the defensiveness of our future port guards)
Capital: escort carrier (just in case we will eventually go after the US, we are going to need a lot of carriers and they require a lot of research for Germany. By starting early, I’m hoping to reach the ability to build carriers equal to the UK’s starting carriers by 1938 or 1939).
Land: schwerpunkt (increases panzer morale, allowing them to regain org faster).
Air: port strike tactics(this and the following ones are useful for tac and cas as well), Naval strike tactics, Naval air targeting, Naval tactics.
Inf: small arms, infantry support weapons, infantry anti-tank weapons, infantry light artillery.
Armour: light tank gun, light tank engine, light tank armour, light tank reliability, artillery barrel and ammo, artillery carriage and sights, anti-air barrel and ammo, anti-air carriage and sights.
Bomber: basic medium fuel tank, basic bomb.
Escorts: destroyer armament, destroyer antiaircraft, destroyer engine, destroyer armour, light cruiser armament, light cruiser antiaircraft, light cruiser armour (not light cruiser engine as this is a 1938 tech!).
Capital: heavy cruiser anti-air, battlecruiser anti-air, battleship anti-air, battleship engine.
Land: operational level command structure, special forces, assault concentration.
Naval: fleet auxiliary carrier doctrine (to unlock the light cruiser and radar doctrines at the very least).
Air: logistics strike, installation strike (these 2 will complete our tac bombers’ doctrine), fighter ground control (to maximize the combat bonuses received from radar), NAV pilot training, NAV ground crew training (affects both naval bombers and carrier air groups).


For your reference, here is the complete list in order:

research1936.png

When you’re done, save the game.

We’ve barely started and allready we’re making good progress. Just the way it has to be! See you next time.
 
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Wow, that law change is HUGE, not Huge, with a capital H, I mean HUGE. Just a freebie of 30ICs, wow. :D Consumer Product Orientation this should be in bold I think.
 
I know. remember to read the fine print in the contract, though: all production will be about 5% slower and more expensive (though I'm not sure about the % in IC that's added). So it's not exactly a freebie. When used by any of the majors, it only barely falls short of gamey.
 
Awesome misterbean. Everything so easy to understand.
One question..........I am following you of course step by step and wasn't sure if
you triggered the Re-occupation of the Rhineland event yet. Didn't think you did
but wanted to check so I can follow exactly since I think that is the way to learn.
 
sorry if I wasn't clear on that.
When those 2 infantry divisions reach their respective destinations, you can trigger the Reoccupation decision. there is an alert icon on your screen (a green checkbox) that warns you of a decision that becomes available. It gives you 500 money which allow you to change your laws immediately as well. I just choose to wait until the Graf Spee is finished on the 5th of january to change the laws. (changing laws earlier will delay commisioning the ship until the 19th. With all the other stuff going on, we need those 8 IC ASAP)
Don't fret it, though. you're still ahead of the real Germans by about 2 months :)
 
This is a great AAR! I'm learning quite a bit, which is good, since I've only played a handful games with FtM. You're doing stuff with practicals I've never really given much consideration to, and it's interesting to see how you do.

I have a formatting request. Could you create more spaces between sentences? It breaks up the wall of text and, at least for me, makes it easier to read.

I do hope you'll have a nice thorough lesson on amphibious assaults, which are something of an Achilles heel for me :)
 
This is a great AAR! I'm learning quite a bit, which is good, since I've only played a handful games with FtM. You're doing stuff with practicals I've never really given much consideration to, and it's interesting to see how you do.

I have a formatting request. Could you create more spaces between sentences? It breaks up the wall of text and, at least for me, makes it easier to read.

I do hope you'll have a nice thorough lesson on amphibious assaults, which are something of an Achilles heel for me :)

I'll try to keep your formatting question in mind. As for amphibious assaults, I may do an invasion of Norway. Haven't really decided yet.