Chapter 12: And…here we go!
Take Two: Interesting reading can be had in Chapter 24 if you are curious about the various occupation policies and their effects on your economy. I have not compared the FTM and TFH versions of these policies, but I don't think they have changed much.
June 1939. I have explained last chapter why I am not going to research nuclear technology. Even in a real campaign, it usually arrives too late to be of any use, unless you’re planning on a war against the Soviet Union afterwards, or something similar.
Instead, I plan on researching Mechanical Computing Machine, because that has immediate benefits. Agriculture, Industry, Radar and Supplies are the other highly interesting techs right now.
At the end of the month, I get first level of radar. Since the next level is 1940 tech, I leave it in place, but I plan to implement all the techs it gave me access to, with the exception of the last two, who are submarine techs.
The Warship Radar techs increase the Surface Detection and Air Detection stats of capital ships, destroyers and light cruisers, while the ASW tech increases the Submarine Detection and Sub Attack stats of light cruisers and destroyers. Both are indispensable to keep up with the naval arms race that dominated the RL war as well.
Radar Training increases the Surface Detection on carriers and light carriers.
I was placing a bunch of factories that had come out of production, when this came along. This is a standard move for Germany in early August ’39 (I believe the AI has no option to refuse the decision). Three days later, they start mobilizing. About two weeks later, Australia joins the Allies. To my surprise, Canada has not joined yet, while they are usually the first Commonwealth nation to join.
The rest of my factories will finish half September. After that, it depends on when my various research projects finish. I have the 4 infantry techs going, along with Amphibious Warfare Equipment, and the 2 Engineer techs. Since I still haven’t made up my mind concerning the composition of my divisions, I might as well keep those up-to-date as well.
It’s showtime in Europe, but we benefit from it as well. When UK is at war with Germany, or if we would be at war ourselves, we can enact the decision to Gear Up For War.
The effects seem minimal, but don’t be fooled. It is huge. Not only does our Neutrality drop 5 points overnight (to 74.05), but the tax on our CG needs is now gone, as is the reduction of Manpower.
Here, let me show you. The US’ CG Needs is now 0. Gearing Up For War has freed up 36.78 IC overnight. It’s good to be the king. Or the president, in this case.
I put the IC to good use at once. Having over 1000 convoys is good. Having over 500 escorts protecting them is better. And yes, it does take a big chunck of IC and time, but that’s ok. It’s not like the USA is under iminent threat of invasion anyway. These are some of the basic things that new players tend to overlook, but you can't supply your troops overseas without convoys.
On the 14th, the same day we finish building our last factories, Canada joins the Allies. Here’s an old trick to use against the US if you’re playing an Axis nation. Increase threat on both UK and Canada right from the start of the game, and keep Japan out of the Axis (if you’re playing Germany) to avoid falling in the same trap yourself. Canada will always join the Allies when the war starts. This way, their threat levels multiply each others’ (not literally, but I have no other way to explain it to you), sending the USA spiraling away from them, towards the center of the Diplomatic Triangle. If you also wait until UK will, inevitably, DoW Germany because of threat levels towards them (usually by january 1940 or so), then they will be seen as the Big Bad Imperialist Thee Drinkers mugging Poor Little Beer Drinking Germany.
Couple that with over 3 years of constant Influencing, and you can be fairly certain that the US will never worry about you, or might even join you if you're really lucky (I never managed to do that last bit, but that doesn't mean it's impossible).
It’s been a number of years since I last tried it, but there’s no reason to assume it wouldn’t work anymore.
Anyway, back to our regular schedule. After the factories have been “repaired”, our effective IC rises to 220, all of which is going towards production, except 0.26 IC for reinforcements. And part of that are the 97 extra base IC we have now, compared to the start of the game. With the most crappy laws imaginable, the USA now has more IC than Germany starts the game with, and they start with just about the best laws possible.
New Zealand also joins the Allies. This could be important in the future. If the war against Japan goes badly, it might be interesting to have those extra bases to fall back to. IIRC, Eisenhower, who was working on the US Army staff at the time, considered it vital for the war effort to keep supply lines open between USA and Oceania. Who am I to argue with a guy like that?
On the 23rd of September, we begin reseraching Superior Firepower, which will allow us to add an extra brigade to our divisions.
Germany annexes Poland on the 27th. This is actually pretty good for us, and, potentially, for the Soviets as well, because when you annex a nation, you don’t gain as much IC, MP, LS and resources from the annexed provinces as you would under any other occupation policy (unless those are your cores). There will be a higher revolt risk, which will reduce the amount of supplies the Polish provinces can transport, and which will severely weaken the Wehrmacht, once they are far enough into the Soviet Union.
On that same day, 18 hours later, the Soviets demand Eastern Poland for themselves. The German AI always gives in to this demand. As a player, you could refuse, if you want to opt for a Soviet-first strategy. This requires a very tight security in the West, so that the Allies can only sit and watch, while you invade the Soviet Union first. It would require a fairly nonstandard build-up of troops and tanks, but the Soviets are much weaker in 1939 or 1940 than they are in 1941. It has been done successfully in the past.
I have noticed that I’m being influenced by Germany, so I begin Aligning myself to the Allies.
Germany takes Denmark in a matter of days. UK takes over Greenland and Iceland. In December, the Soviets launch the Winter War against Finland. All standard stuff. Note that the Soviets get a penalty to their Leadership after the Great Purge in '37. The Winter War allows them to get rid of that. Very important if you ever play the Soviets. Our Neutrality is now 73.35.
Enough IC has been freed up that I can initiate the next phase of my plan. Level-10 radar in both Hawaii and Midway will ensure a perfect early warning system.
Time passes. By March 1940, our research into Industrial Production has increased our available IC to 234.
Germany declares war on Norway on 5 March. This is the most unpredictable stage of the war for Germany. Sometimes, they will lose most of their ships, trying to make the crossing. If they do, their troops could be stranded there with no ability to receive more supplies than the ones they can steal from Norway. Sometimes it’s a cakewalk. If you remember “Take Two”, I adviced against invading Norway for this very reason. It becomes virtual suicide for the German convoys trying to reach Norwegian ports, while it’s useless for Germany anyway. Swedish metal trade does not depend on Narvik (or any other port for that matter, since they’re considered the same continent). US Lend-Lease will go through Vladivostok (I think) on the other side of the globe, and UK usually doesn’t like the SU enough to have massive trade with them. In other words, apart from the Heavy Water strategic resource, which is interesting for nuclear research as an alternative to Plutonium, Norway is just dead weight. The only thing it usually does, is to convince Sweden to give Germany Military Access, allowing them to send troops between Norway, Denmark and Finland without needing boats, once Finland joins the Axis.
By the 17th, all naval doctrines we need, except Radar Training (which is being researched), are up-to-date.
It takes Germany until April to gain a beachhead in Noway. For some reason, they always go for Trondheim, even though Oslo is both closer and a bigger port (more supplies per day), and the capital and only VP, but that's part of the Strategic AI and is not something that can be modded.
UK players can use this silly call to make a killing, ensuring that the Kriegsmarine will end then and there.
This time, I’m impressed. The Kriegsmarine has only lost 2 DD, 6 SS, 3 CL and 1 transport so far, which is well below their average.
Also ready by April, are the convoys I started a couple of months earlier, leaving just the forts, escorts and radar in production.
Germany is ready for more, it seems. Good. Very nice things will come to us if/when Paris falls. Ten days later, they declare war on Netherlands. US Neutrality has dipped below 73.
Almost a month later, I am ready to start construction of the first army units since the start of the game.
Meet our newest Garrisons. Strengthened by both artillery and an armour brigade, they will be able to keep up resistance much longer than they otherwise would. I'm hoping that they will face mostly marines (who have less Piercing than infantry) without AT ability. Not only that, but they will also give us Artillery and Armour Practicals when they finish, which will give me a great boost when construction on actual armour divisions will begin. I have begun construction of 15 of them. 2 Each for Hawaii, Midway, Wake, Guam, Johnston Island, Palmyra and Phoenix Island, and 1 for securing Iceland later on. And the best part is that I can later upgrade the Garrisons and artillery to mobile brigades after Japan has fallen, so that they can used in Europe or Africa as needed.
It takes Germany until the last week of May before they’re ready to declare war on Belgium, by which time almost all of the Netherlands is occupied by Germany. Our neutrality is now 72.04.
This time, Germany does not get stuck in Norway. On the 1st of June, they finish the Norwegian campaign successfully.
If you're wondering why Hungary had to die in our Romania-campaign, this is why. Both the Soviet Union and Hungary take a deep bite out of Romania, leaving them weakened and vulnerable.
When we come back, Italy will join the fun and make us even more powerful. How? Find out next time. See you then!